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However they do not provide functionality for automated forms of configuration and modification
via mechanisms of adaptation such as evolution or learning. Also, the tools fall somewhat short in the creation of
simulations that gradually change over extended periods
of time and thereby provide the opportunity to experiment
with emergent macro scale structures in musical compositions and visual designs. Accordingly, we plan to include
adaptive mechanisms in future versions of the simulation
tools.
Figure 4. Interaction with the Flowspace installation. Exhibition Milieux Sonores, Gray Area Foundation for the
Arts, San Francisco, 2010.
satile to allow its usage in education and artistic realizations. The standalone GUI application complements this
environment in that it not only provides a gentle introduction into the usage of swarm based simulations for users
that lack programming skills, but also offers a good starting point for any artistic realizations as it allows to quickly
sketch and experiment with customized swarms. Only the
realization of rather exotic swarm simulations required
an implementation in C++. But as these new behaviors
become part of the simulation library, the limitations of
a purely OSC based approach gradually decrease. The
software and documentation that can be accessed via the
projects website [1] keep up with these improvements.
Our teaching experience proved that the standalone
GUI application is very helpful in conveying a practical understanding of the principles and capabilities of
swarm simulations as it enables a hands-on approach
where the students can immediately experience the effects
upon changing parameters. Throughout the course, most
of the students kept working solely with the standalone
GUI application and did not consider to modify the simulations more thoroughly on a lower level of abstraction.
They rather focused on the design of their audiovisual
Max/MSP patches and would only return to experimentation with the swarm simulation itself when their envisioned result could not be achieved by modifications to
those patches alone. It remains to be seen whether a prolonged use of the simulation tools will lead the students
to integrate swarm simulation into their works on a more
fundamental level.
As for the authors themselves, the swarm simulation
tools have proven to be extremely inspiring and useful
both for the realization of musical and artistic works. The
tools flexibility has allowed us to transfer a wide variety
of artistic and musical ideas into swarm based approaches.
Furthermore, their OSC based real time configuration and
control capabilities has allowed us to creatively exploit the
swarms high level of responsiveness both in the creation
process and for the final performance and exhibition situations. In their current state, the simulation tools extensively support the manual design and refinement of swarm
simulations and their communication with musical and vi-
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6. REFERENCES
[1] http://swarms.cc.
[2] D. Bisig and M. Neukom, Swarm based computer
music - towards a repertory of strategies, in Proceedings of the Generative Art Conference, Milano,
Italy, 2008.
[3] D. Bisig, M. Neukom, and J. Flury, Interactive
swarm orchestra - a generic programming environment for swarm based computer music, in Proceedings of the International Computer Music Conference, Belfast, Ireland, 2008.
[4] D. Bisig, J. Schacher, and M. Neukom, Flowspace
a hybrid ecosystem, in Proceedings of the New
Interfaces for Musical Expression Conference, Oslo,
Norway, 2011.
[5] D. Bisig and T. Unami, Cycles - blending natural
and artificial properties in a generative artwork, in
Proceedings of the Generative Art Conference, Milano, Italy, 2010.
[6] D. Bisig and T. Unemi, Swarms on stage - swarm
simulations for dance performance, in Proceedings
of the Generative Art Conference, Milano, Italy,
2009.
[7] T. Blackwell and P. Bentley, Improvised music with
swarms, in Proceedings of the 2002 Congress on
Evolutionary Computation, 2002.
[8] J. E. Boyd, G. Hushlak, and C. J. Jacob, Swarmart:
interactive art from swarm intelligence, in Proceedings of the 12th annual ACM international conference on Multimedia, 2004.
[9] J. Schacher, D. Bisig, and M. Neukom, Composing
with swarm algorithms - creating interactive audiovisual pieces using flocking behavior, in Proceedings of the International Computer Music Conference, Huddersfield, England, 2011.
[10] D. Shiffman, Swarm, SIGGRAPH emerging technologies exhibition, 2004.
[11] R. Vitorino, Self-organizing the abstract: Canvas as
a swarm habitat for collective memory, perception
and cooperative distributed creativity, CoRR, 2004.
ABSTRACT
This paper will seek to outline a Network Sourced Approach
(NSA) to Network Music Performance (NMP). The NSA is
governed through the software application SourceNode,
which can be seen as a working example of a NMP enabler.
The core focus of the NSA is that a master node will
source audio content from designated slave nodes, which
are synchronised together by the master node. The
SourceNode project is a specic type of NMP: a nodal-based
performance environment that has been network
synchronised through time signature, start/stop, loop point
and tempo control. The NMP is assembled in a star
formation. This paper addresses the characteristics of a star
topology within a synchronised environment and describes a
standalone software application implemented for this type of
nodal-based performance. The study will attempt to outline
the implications, advantages and issues faced when
implementing such a nodal-based framework and also offer
a formal example of this NMP structure in practice, through
the SourceNode project.
1.
INTRODUCTION
it is possible to stop seeing music as singular, as a
street between point a and point b, and to start seeing
music as multiple, as landscape, as atmosphere, as an
n-dimensional eld of opportunities [23].
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3.
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3.
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1 The master node created a MIDI-Clock source which controlled a metronome within the master node DAW (Ableton). The MIDI-Clock messages were
transferred across the network to the slave nodes, where it generated a metronome signal within the respective DAWs (Ableton). Both metronome signals
were sent as audio information by cable to a third, recording DAW (PRO TOOLS). The audio signals were compared. Standard settings on all applications
were used. Buffer sizes as follows. Ableton: 512; MAX/MSP; 512; Pro Tools: 512. The MIDI Drift figure represents the compared time differences that exist
at each slave node with respect to the synchronisation process. The time differences that exist can be seen as the fluctuations caused by the network and
protocols in the transferral of the synchronisation MIDI-Clock messages from the master node each individual slave node.
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1 The master node created a MIDI-Clock source which controlled a metronome within the master node DAW (Ableton). The MIDI-Clock messages were
transferred across the network to the slave nodes, where it generated a metronome signal within the respective DAWs (Ableton). Both metronome signals
were sent as audio information by cable to a third, recording DAW (PRO TOOLS). The audio signals were compared. Standard settings on all applications
were used. Buffer sizes as follows. Ableton: 512; MAX/MSP; 512; Pro Tools: 512. The MIDI Drift figure represents the compared time differences that exist
at each slave node with respect to the synchronisation process. The time differences that exist can be seen as the fluctuations caused by the network and
protocols in the transferral of the synchronisation MIDI-Clock messages from the master node each individual slave node.
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CONCLUSION
2 The latency measurement was the time it took for audio content created at a slave node to reach the master node, over the network. The slave node would
create audio within a DAW (Ableton). In the case of the latency measurements, a metronome click was created. The audio at the slave node was connected
directly to a measurement computer running PRO TOOLS at the point that the audio exited the JackOSX software. The audio was also transferred using
JackTrip across the network from this point. Default buffer sizes were used on all software (Ableton: 512; MAX/MSP: 512; JackOSX: 512; JackTrip: 512;
Pro Tools: 512). The time difference between these measurements was taken to be the latency of the system framework.
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CONCLUSION
2 The latency measurement was the time it took for audio content created at a slave node to reach the master node, over the network. The slave node would
create audio within a DAW (Ableton). In the case of the latency measurements, a metronome click was created. The audio at the slave node was connected
directly to a measurement computer running PRO TOOLS at the point that the audio exited the JackOSX software. The audio was also transferred using
JackTrip across the network from this point. Default buffer sizes were used on all software (Ableton: 512; MAX/MSP: 512; JackOSX: 512; JackTrip: 512;
Pro Tools: 512). The time difference between these measurements was taken to be the latency of the system framework.
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REFERENCES
6.
[1] Barney, D. (2004) - The Network Society - Polity Press Ltd 2004.
[2] Caceres, J.-P. and Chafe, C. (2009) - JackTrip: Under the
hood of an engine for network audio, in Proceedings of
International Computer Music Conference, Montreal, 2009.
[3] Carot, A. (2009) - Musical Telepresence - A Comprehensive
Analysis Towards New Cognitive and Technical Approaches.
(PhD. Dissertation, Institute of Telematics, Lubeck, Germany,
2009)
[4] Carot, A., and Werner, C., (2007) - Network music
performance problems, approaches and perspectives. In
Proceedings of the Music in the Global VillageConference, Budapest,Hungary, September 2007.
[5] Castells, M. (2000) - Materials for an Exploratory Theory of
The Network Society - British Journal of Sociology Vol. No.
51 Issue No. 1 (January/March 2000) pp. 5-24, 2000
[6] Chafe, C., Wilson, S., Leistikow, R., Chisholm, D., Scavone,
G. (2000) - Simplied Approach to High Quality Music and
Sound over IP, in Proceedings of the Digital Audio Effects
(DAFX) Conference (2000) pp. 159164.
[7] Chew, E., Zimmermann, R., Sawchuk, A., Papadopoulos, C.,
Kyriakakis, C., Francois, A. R. J., Kim, G., and Volk, A.
(2004) - Musical interaction at a distance: Distributed
immersive performance. In 4th Open Workshop of
MUSICNETWORK, 2004.
[8] S. Gresham-Lancaster, The Aesthetics and His- tory of the
Hub: The Effects of Changing Technology on Network
Computer Music, Leonardo Music Journal 8 (1998) pp. 39
44.
[9] Gu, X., Dick, M., Kurtisi, Z., Noyer, U. and Wolf, L. (2005) Network-centric music performance: Practice and
experiments. IEEE Communications, 43:8693, 2005.
[10] Hajdu, G. (2003) - Quintet.net A Quintet on the Internet,
Proceedings of the International Computer Music Conference,
Singapore, 2003
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Chad McKinney
Bournemouth University
Creative Technology Research Group
cmckinney@bournemouth.ac.uk
University of Sussex
Department of Informatics
C.Mckinney@sussex.ac.uk
ABSTRACT
In this paper we present a new control-data synchronization system for real-time network music performance named
OSCthulhu. This system is inspired by the networking
mechanics found in multiplayer video games which represent data as a state that may be synchronized across several clients using a hub-based server. This paper demonstrates how previous musical networking systems predicated upon UDP transmission are unreliable on the open
internet. Although UDP is preferable to TCP for transmitting musical gestures, we will show that it is not sufficient for transmitting control data reliably across consumer grade networks.
This paper also exhibits that state-synchronization techniques developed for multiplayer video games are aptly
suited for network music environments. To illustrate this,
a test was conducted that establishes the difference in divergence between two nodes using OscGroups, a popular networking application, versus two nodes using OSCthulhu over a three minute time-span. The test results
conclude that OSCthulhu is 31% less divergent than OscGroups, with an average of 2% divergence. This paper
concludes with a review of future work to be conducted.
1. INTRODUCTION
Computer network music has benefitted from three decades
of development, including the experiments of the San Francisco Bay Area network band pioneers, the introduction
of the OSC protocol [22], and research into streaming and
latency issues. Making an infrastructure suitable for network performance in the face of highly distributed participants and online security roadblocks remains a challenging task, and one which this paper confronts. Our solution, OSCthulu, is a client-server architecture which has
proven robust in concert performance, and as open-source
software may be of benefit to other researchers and performers. This system has been researched and developed
by the authors with real-world testing conducted by their
network music band Glitch Lich [9].
As noted in Indigenous to the Net, the worlds first
network computer band, the League of Automatic Music
Composers, began as an extension of the home brew circuit tinkering that was characteristic of the Bay Area in the
mid-1970s. Their computers, MOS Technology KIM-1
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