projects

Sonic Move

Aalto, VTT and UEF join efforts to develop and apply movement analysis and sonification technologies to facilitate the creative exploration of novel human movement experiences. The project brings together motion tracking systems with expressive and procedural audio

The project will provide tools for dance groups in choreography and improvisation and facilitate new audience experience, both on-site and remotely. For example, in addition to seeing the dancer, the audience can hear and possibly feel the dancer’s movements. Effects include percussive sounds and vibrations produced while performer for example hits a virtual drum. Sonification based on dancers’ arm motion was piloted at Kuopio Dance Festival in June 2022 with live audience.

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AI-terity

AI-terity is a deformable, non-rigid musical instrument that comprise computational features of GANSpaceSynth AI model for generating relevant audio samples for real-time audio synthesis, elevating our ability to focus on the sounding features of the new instruments.

The stiffness and physical deformability of the instrument create openings in its folded shape, generating audio samples when handheld physical actions are applied. This physical manipulation changes control parameters in sample-based granular synthesis, while new audio samples are distributed across the surface as the performer directly interacts with the instrument. Navigating timbral variations in the sonic latent space enables the musician to develop an idiomatic digital relationship with sound-making and control actions using the Al-terity instrument.

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CCREIAM

CCREAIM listens the musician’s musical output in audio domain, generates sequences of predictions and responds in musical counteractions. In model’s architecture, We are using Transformer’s attention layers to visualise these cues both in real-time and offline.

The Co-Creative Artificial Intelligence of Music is a joint research project in collaboration with Koray Tahiroğlu (Aalto University Department of Art & Media), Nitin Sawhney (Aalto University Department of Computer Science) and Douglas Eck, Anna Huang (Magenta, Google Brain Team). The project is supported by Aalto University’s internal funding from the Finnish Ministry of Education and Culture’s (MEC) Global Program Pilots for India & USA.

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DMI-I-P

Digital Musical Interactions, Academy of Finland Research Fellow project (316549), is exploring a framework to better understand the role of emerging technologies and cultural constraints behind digital musical interactions through diverse academic and artistic directions.

What makes our relationship with music particularly interesting is that it is inherently a socio-cultural activity, supporting a diverse range of interactions and social or individual goals. In our relationship with music, socio-cultural factors (shared ideas, expectations, believes, interpretations, etc.) and technological aspects set conditions for us, for the interactions we develop and for the musical experience we create with musical instruments. Opening up a new field of inquiry around socio-cultural and techno-scientific conditions of digital musical instruments in our research, we question, what has changed in our relationships with musical instruments, compositions, performances and musical experiences, what do today’s instruments inspire us to do differently?

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NOISA

The research Networks of Intelligent Sonic Agents – NOISA studies a new way to inquire the engaging relationship we have with digital artefacts and new media practices. NOISA acts to maintain and deepen the musician's engagement with the musical instruments.

Network of Intelligent Sonic Agents (NOISA) aims to create a reactive system that uses ambient intelligence to adapt the current system state. The ambient intelligence includes techniques to measure in real-time the internal states of a user. These states include motivation, affective states and reactiveness. The task is to maintain these states – if the user loses his motivation or interest, the system will react by changing its behaviour in order to make the system interesting again.

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KET

KET is one of the world’s oldest spoken languages. Through a song about life in Siberia sung on KET, we intend create a new musical language in the form of an audiovisual work. Our current artistic work is a continuous transition of spoken language and digital sound synthesis.

KET is Thomas Bjelkeborn Sweden and Koray Tahiroğlu Finland and our research and artistic work is part of activities at EMS in Stockholm and at SOPI, Department of Media, Aalto University School of ARTS, Finland.The music is the carrier of the project idea where the visual will illustrate the project’s origins and its musical development. The visual follows the music as a subordinate companion that clarifies and densified the atmosphere around with very abstract sound creation.

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InSpace with the Otherness

Grab the magic wand, and experience how your movement changes the music around you. InSpace with the Otherness is a co-located collaboration with a deep learning algorithm, providing an embodied and spatial opportunities for musical exploration.

InSpace with the Otherness explores what’s possible when the visitor follows the music as a subordinate companion that clarifies and densifies the atmosphere around it with very abstract sound creation at the ever-shifting border between new sounds and a constantly reinvented composition with the “otherness”, artificial intelligence.

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PESI

The Notion of Participative and Enacting Sonic Interaction (PESI) deals with designing new ways of interacting physically with digital sound in more aesthetically engaging forms. It challenges the notion of collaboration and results in new forms of music.

The research aims to increase the potential affordances of digital technologies to create interactions in music performances with digital musical instruments. PESI is an Academy of Finland (pr. 137646).We have been also developing a repertoire to be performed with the PESI system.

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Flexible Interactions and Devices (FLINT)

This research Flexible Interactions and Devices (FLINT) consists of explorative work on interactions technologies which are especially designed for flexible and deformable form factors. The research activities are divided into two topical areas and tasks:

continuous and dynamical audio and tactile feedback in deformation-based interactions, and deformation-based input and output in non-verbal communication and in other implicit interaction applications. – joint research project with Nokia Research Center. Audio and tactile feedback plays an important role in human computer interaction. They help user to interact with the system in eyes-free manner and can increase the feeling of control.

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AHNE

AHNE (Audio-Haptic Navigation Environment) is a three-dimensional user interface (3D UI) for manipulating virtual sound objects with natural gestures in a real environment. AHNE uses real-time motion tracking, custom-made glove controllers and auditory and haptic feedback as the output

In most Virtual Reality (VR) systems or Virtual Environments (VE), interaction is highly dependent on visual feedback, immersive display systems, virtual helmets or specialized and complicated studio setups. With this in mind, we set out to design a prototype for a low-cost, non-visual, audio-haptic interface for manipulating virtual objects in a real environment. AHNE is the result of this experimentation. It allows for any real space to be augmented with virtual objects that can be moved and manipulated by the user with the help of motion tracking and custom-made glove controllers.

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Raja

Raja is an interactive dance performance, a joint project together with Nokia Research Center, utilising motion-tracking technology with the creation of real-time music of the dance piece. The system responds with one dedicated individual instrument for each dancer.

Motion-based interactive systems have long been utilised in contemporary dance performances. These performances bring new insight to sound-action experiences in multidisciplinary art forms. The performance set up of Raja gives a possibility to use two complementary tracking systems and two alternative choices for motion sensors in real-time audio-visual synthesis.

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Laser String Kantele

Laser String Kantele is a musical instrument that finds its roots in a traditional Finnish plucked string instrument, Kantele. This musical instrument gives an opportunity to explore a wider range of sonic worlds that go beyond the sonic characteristics of the traditional one.

Its massive sculpture-body enables multi-user interaction to happen with the laser beams that provide an optical control through sound producing gestures using both hands. Its relation to traditional Kantele is with the sound synthesis module; each laser beam can be controlled individually to playback particular notes in real time that are synthesised using physical models of Kantele strings.

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