This is an essay about my MIDI controller I built. In a nut shell, it sends out MIDI data from movements and light levels. If you don't want to read it off the screen, please feel free to print a copy off. Also it is not including the diagrams, so if you want a copy of them then contact me.
Ryan Jordan, 2006.
Movement and Gesture Interface (MGI)
That which is born of the flesh is flesh; and that which is born of the spirit is spirit.
Christ, in John 3:6.
Introduction
Working with laptops and computers can offer almost seemingly infinite possibilities in sound creation, but what about a computer as a performance tool? Again the possibilities for sound can be huge and one could argue that the sound is all that matters. But what really involves and connects people and what exactly is a performance? A performance can be seen as ritual, a ceremonial action where alternative worlds can be suggested and temporarily made real for the audience.
So what does this have to do with computer sound performances? With creating sound worlds there is an implied landscape, meanings, emotions, etc within this world and only this sound world. There may be no visual stimuli for the audience, which isnt necessarily a bad thing, however some people enjoy having a visual as well as sonic stimuli, because it adds to the reality of this imaginary world. This paper will focus on the humans connection to reality, imagination and environment through the use of technology in performance.
With reference to Wisharts Operational Fields, Stelarcs body based performances, various MIDI controllers for the body and sociological views, the purpose and meaning of the Movement and Gesture Interface (MGI) shall be explained.
Natural Technology
Technology has always been part of human existence and is natural to us. We shape it, it shapes us, we shape nature to accommodate it, and nature shapes itself to accommodate us. Stelarc has been exploring the body, technology and culture since the 1970s and he makes a very similar statement:
Technology is what defines being human. Its not an antagonistic alien sort of object, its part of our human nature. We shouldnt have a Frankensteinian fear of incorporating technology into the body.
He has created many works on the body, including Amplified Body in which he amplified body processes such as brain waves, muscles, pulse, blood flow, limb motion and body posture. Some of his philosophy states that the body is (for him) an impersonal, evolutionary, objective structure and that we should focus more on altering this physical frame work in order to access significantly different philosophies and thoughts about the world. His statement is well founded and interesting, but is the body really impersonal? If we each have our own bodies, then surely they are personal and ultimately, they are our own and without them we simply would not have contact with the world. We should not forget this because if we begin to alter and modify our bodies too drastically they may cease to function or, culturally and socially we will become unacceptable and limit our lives due to this. Similarly if we modify our existing bodies we alter our moral standards of what is acceptable and if this spans too far then we may possibly get lost in a vain quest for selfish perfection. So to conclude this section we cannot simply achieve new philosophies and thoughts through our idea and perception of the body alone. It must go hand in hand with a mental preparedness, understanding, and rational reason for the need to do so.
Senses, Sensors and Receptors and the Environment
Our physical body is the direct link and connection to our understanding and interpretation of our world and our reality. Through our senses of taste, touch, smell, vision and sound (and the debatable sixth paranormal sense, which is probably more to do with perception) we can detect, locate and manoeuvre through the world. Our senses are indicated by our receptors that can be placed into five general groups:
- Chemoreceptors stimulated by changes in concentration of chemical substances. e.g. smell and taste.
- Pain Receptors (noiceptors) stimulated when tissue is damaged. May be triggered by excessive exposure to mechanical, heat or chemical energy.
- Thermoreceptors sensitive to temperature changes.
- Mechanoreceptors detect changes that cause the receptors to become deformed. These sensory receptors are sensitive to mechanical forces, such as changes in pressure or movement of fluids. e.g. proprioceptors are sensitive to changes in muscles and tendons.
- Photoreceptors Eyes, sensitive to changes in light.
Mapping and representing these sensors and receptors of our body via technology is fairly easy, after all machines can do jobs our bodies already do but more efficiently; it must be remember that technology is natural to us. What is more difficult is how we use sensors and receptors, what is their purpose and why use them. It may be a good idea to put an infrared distance sensor across a room and have it trigger sounds when a person breaks the beam but if there is no thought or philosophy behind it, it is disposable.
Stelarc is by no means the only person who has experimented and researched using the human body and technology. In fact body and technology interaction is very much inescapable now, especially with mobile phones. A group called FoAM transform entire environments into responsive spaces where people are inextricably part of influencing their environment by their presence, actions, and even intentions. Using many sensors and switches such as accelerometers, light emitting diodes (LEDs) and stretch sensors, FoAM works in public spaces and tries to create tension between reality and imaginary, with an interest in systems that can sense rather then merely detect absence or presence. They also encourage users to engage with computational systems as they would a living entity, as the system should be capable of interpreting the input given by the performer into meaningful responses for the audience. This is extremely useful as there is often an overwhelming sound presence in a computer performance and with the visual and physical presence of someone moving the sound, the audience will be in a better position to interpret the intent of the action by the performer.
Yoichi Nagashima has been developing and researching the use of sensors as interactive communication interfaces. Nagashimas research project called PEGASUS (Performing Environment of Granulation, Automata, Succession, and Unified-Synchronism) has produced many systems with sensors such as:
- Heartbeat sensor by optical information at human earlobe.
- Electrostatic touch sensor with metal contacts.
- Single/dual channel electromyogram sensor with direct muscle noise signal (muscle sensor).
- Vocal breath sensor measuring expansion/contraction of breast and stomach.
- SHO breath sensor (SHO is a Japanese mouth organ) measuring breath pressure.
- Bio-Feedback System used for detecting performers cues without the audience knowing, delicate control of graphics and sounds, etc.
These exploratory sensors are mainly used to control MIDI and offer the performer a new, or possibly old and forgotten way to connect with the sound, audience and freedom over the performance. As well as aiding us to challenge philosophies and thoughts about our bodies and how we interact with the environment, these extensions of control over the computer are also a natural evolution from the traditional idea of a musical instrument.
A Musical Instrument or a Performance Tool?
What is the difference between a musical instrument and a performance tool? A musical instrument restricts the freedom of movement and theatrical expression. A performance tool enhances it but it still has its own limitations and restrictions. A performance tool can be seen more accurately as an extension and progression of a musical instrument.
Musical instruments are mainly related to breathing, plucking, strumming or hitting but what happens when we have some way of mapping bodily or vocal gestures into the flow properties of a sound? Again we return to Stelarc and we have to change our thoughts and philosophies about musical instruments and musical performance. Now we are not only concerned with a traditional musical performance but also with a technological sound performance; a performance where the musical instrument is the human body.
Is a traditional performer more talented than a technological one? A technological performance employs physiological-intellectual behaviour as does a traditional one and with practicing his/her interface the performer will gain greater control over this new instrument, as in traditional practice. The main problem that will arise from these two disciplines is a lack of understanding between the two. This is why it is important for the technological side to be open and demonstrate how and why things work and for the traditional side to listen and understand and not dismiss the technological performance as a gimmick. This will be studied further by explaining Wisharts idea of Operational Fields.
Operational Fields
We may group particular parameters and types of articulation into fields governed by rules. These operational fields may themselves be articulated through other inputs (physiological-intellectual performance behaviour or higher level rules) given by the composer.
The operational fields for a traditional instrument such as a piano will include rules such as the material its made from (i.e. wood), the ratio of tension between the strings, etc for the parameter of sound; and the operational fields for performance on a piano will include rules such as play louder, softer, quicker, etc for the physiological-intellectual interpretation of the piece.
For the technological hardware and performance tool we shall look at my design for an interface, the Movement and Gesture Interface (MGI). Three light dependant resistors (LDRs) are attached to the fingertips and an accelerometer attached to the head which both send out MIDI data which is controlled by bodily movements. The operational fields for the hardware will include the following rules:
- Computer chip used and programming language (in this case it is an Atom and the programme Basic [see Appendix 1 for Basic code and Appendix 2 for flow chart]).
- The types of sensors used (three LDRs, and an accelerometer).
- Amount of light available for LDRs.
- Amount of x-y tilt for accelerometer.
- Data range for LDRs and accelerometer.
- What its controlling (Max/MSP via MIDI).
- MIDI limitation (0-127).
- Max/MSP limitation.
- Virtual synthesiser limitation.
And for the physiological-intellectual performance the operational field will include the following rules:
Personal perception and feedback of the sound in order to alter physical position.
Limitation of finger, hand, neck and head movement.
Performer interaction with environment depending on light levels.
Move head forward/backward to control modulation.
Move head left/right to control pitch.
Move index finger on right hand closer to/further from light to increase/decrease frequency on a filter.
Move middle finger on right hand closer to/further from light to increase/decrease Q level on a filter.
Move little finger on right hand closer to/further from light to increase/decrease gain on a filter.
As we can see there are several different operational fields taking place in both traditional and technological interfaces and this proves that they are both equally valid instruments and controllers.
Although there are advantages over electronic and digital control of sound compared to a traditional instrument (reach very high or low frequencies, play at any speed, change sounds, etc) there isnt much difference between the physical control of the sound. With the MGI, as with a traditional instrument I must practice moving my body in particular ways, remembering where to position myself for the best sound, etc. The MGI may lack finer articulations; such as I may not be able to physically play softly, but the computer programme being used (such as Max) can be fine tuned to register velocity very precisely with one sensor and a second sensor to control pitch, so I can virtually play softly. Although very different, they are very similar in physical ways of movement and gesture.
Conclusion of the MGI
I developed the MGI to be used as a physical MIDI controller in live laptop performance in order to map bodily movements to sound and to give the laptop performer more freedom of movement and physical expression. Using three LDRs attached to the fingers allows the performer greater arm movement so they are not just restricted to the keyboard. It also encourages interaction with light, and in the performance space consideration of the actual lighting to be used. The physical movements of the LDRs when on the finger tips suggest a puppetry of light.
Originally designed to be placed on the back of the hand, the accelerometer is now positioned on top of the performers head measuring tilting forwards, backwards, left and right. Placing the accelerometer on top of the head encourages awareness of ones movements because even with just walking you are moving your head. With these sensors in place on the laptop performer it will hopefully encourage a more theatrical and environmentally aware performance, with interactions of light and space.
Figure 1 is a circuit diagram of the MGI.
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Figure 1.
The MGI is fairly robust and the only major cause for any malfunction is damaging the wires and sensors. Still as a prototype, the MGI will be developed to incorporate a small safety case and head strap for the accelerometer and a finger glove for each LDR. The MGI is also very flexible for the performers choice of control because it is using MIDI data and can therefore control anything that is using MIDI.
The only limitation this prototype has is that the flow of data is continuous, therefore there is a need for some switches to be incorporated into it to allow greater performer control. For example a simple on/off switch for each component would be useful so you can isolate individual movements, etc.
The MGI has good potential as a controller not only for sound but also anything that can be controlled via MIDI. For example a performance could be an audio-visual one with one person controlling everything. The images could be triggered by MIDI note numbers from LDR 1, a filter effect for the images controlled from LDR 2, zoom in/out on LDR 3 and pitch and modulation on a synthesiser controlled by the accelerometer. The MGI requires practice in order to control the output accurately and fine tuning from the software being controlled.
To summaries this paper, the MGI enables a human controllers bodily movements and gestures to be mapped and connected directly to a visual and sonic world. There is a greater and move believable reality created because the controller has to move in his environment in order to get a sonic or visual response. He is connected to a virtual, imaginary sound world and brings it to life. The most important thing to remember though is that we are all already connected to a world and reality through our own natural senses, but by adding new sensors to ourselves we are becoming aware of the present environment and have to find new ways to move through it and interact with it.
Appendix 1
Basic code for MGI:
LDR1 VAR word
LDR2 VAR word
LDR3 VAR word
x VAR word
y VAR word
velocity VAR byte
pitch VAR byte
freq VAR byte
accx VAR byte
accy VAR byte
Start:
PULSIN 1, 1, x
PULSIN 2, 1, y
Adin AX0,2,AD_RON,LDR1
Adin AX1,2,AD_RON,LDR2
Adin AX3,2,AD_RON,LDR3
LDR1 = LDR1 / 7 MAX 127
pitch = LDR1
LDR2 = LDR2 / 7 MAX 127
velocity = LDR2
LDR3 = LDR3 / 7 MAX 127
freq = LDR3
X = X - 3000
x = x / 30 MAX 127
accx = x
Y = Y - 3000
y = y / 30 MAX 127
accy = y
DEBUG[dec LDR1," ",dec LDR2," ",dec LDR3," ", 13]
DEBUG [dec x," ",dec y, 13]
serout 15,$C01F,[144,pitch,127]
pause 20
serout 15,$C01F,[145,velocity,127]
pause 20
serout 15,$C01F,[146,freq,127]
pause 20
serout 15,$C01F,[147,accx,127]
pause 20
serout 15,$C01F,[148,accy,127]
pause 20
goto start
Appendix 2
Flow chart for MGI.
Bibliography
Books:
Bishop, O. 2002. Electronics a First Course. Newnes Press: Butterworth-Heinemann Ltd.
Hole, J. W. Jr. and Coos, K. A. 1994. Human Anatomy; Second Edition. Wm. C. Brown Publishers.
Roads, C. 1996. The Computer Music Tutorial. Massachusetts: The MIT Press.
Wilson, S. 2002. Information Arts; Intersections of art, science, and technology. Massachusettes: MIT Press.
Wishart, T. (S. Emmerson, ed.) 1996. On Sonic Art. Reading: Harwood Academic Publishers.
Journals:
Kuzmanovic, M. and Gaffney, N. (D. D. Seligmann, ed.) 2005. Human-Scale Systems in Responsive Environments. IEEE Multimedia 12(1): pp 8-13. Available from http://ieeexplore.ieee.org/xpl/tocresult.jsp?isYear=2005&isnumber=30053&Submit32=Go+To+Issue [Accessed 1 March 2006].
Nagashima, Y. 2002. Interactive Multi-Media Performance with Bio-Sensing and Bio-Feedback. Japan: Shizuoka University of Art and Culture. Available from http://nagasm.suac.net/ASL/paper/ICAD2002.pdf [Accessed 1 March 2006].
Wei, S. X., Serita, Y., Dow, S., Iachello, G., Fistre, J. 200?. Gestural Audio Software Instruments. USA: Georgia Institute of Technology. Available from www.scholar.google.com [Accessed 1 March 2006].
Manuals:
Basic Stamp Programming Manual Version 2.0c. 2000. Parallax, Inc.
Websites:
www.parallax.com
www.milinst.com
www.memsic.com
www.basicmicro.com
www.scholar.google.com