Dynamic Cues for Network Music Interactions
Abstract
This paper provides an overview of a cueing system, the Master Cue Generator (MCG) used to trigger performers (humans or computers) over an IP-based network. The performers are scattered in several locations and receive cues to help them interact musically over the net- work. The paper proposes a classification of cues that dynamically evolve and reshape as the performance takes place. This begets the explo- ration of various issues such as how to represent and port a hierarchy of control over a net- worked music performance (NMP) and also takes into account parameters inherent to a net- work such as latency and distance. This ap- proach is based on several years of practice-led research in the field of NMP, a discipline that is gaining grounds within the music technology community both as a practice and through the development of tools and strategies for interact- ing over disparate locations.
Author-supplied keywords
Dynamic Cues for Network Music Interactions
Alain B. Renaud
Bournemouth University, England arenaud@bournemouth.ac.uk
ABSTRACT This paper provides an overview of a cueing system, the Master Cue Generator (MCG) used to trigger performers (humans or computers) over an IP-based network. The performers are scattered in several locations and receive cues to help them interact musically over the net-work. The paper proposes a classification of cues that dynamically evolve and reshape as the performance takes place. This begets the explo-ration of various issues such as how to represent and port a hierarchy of control over a net-worked music performance (NMP) and also takes into account parameters inherent to a net-work such as latency and distance. This ap-proach is based on several years of practice-led research in the field of NMP, a discipline that is gaining grounds within the music technology community both as a practice and through the development of tools and strategies for interact-ing over disparate locations. 1. INTRODUCTION Performing in real time over high-speed net-works is a now well-accepted paradigm and has become an integral part of Telematic Art, con-sidered by authors such as Roy Ascott, “as an artistic medium in itself” [1]. There have been several attempts to achieve interactive telematic performances. However the first telematic con-cert, using high-speed research networks with no audio compression and thus allowing CD like audio quality took place between two spaces at Stanford University in 2000, with an ensemble split and performing about one kilo-meter apart [3]. This initial test was led by the Sound Waves over the Internet from Real-time Echoes (SoundWIRE) project founded in 1998 at Stanford University [3]. SoundWIRE,
through various experiments and studies such as the “clapping experiment” [4], which measured a threshold in milliseconds for ensemble accu-racy, set the grounds for further development in the field of networked music performance (NMP). The discipline of NMP branched out in many directions, and due to its nature, which involves being distributed, led to the involve-ment of several new participants. The work of SoundWIRE, however, demonstrated that it was possible to interact musically over a long dis-tance despite the inherent latency of the net-work. The excitement of being able to play apart led to the challenge of choosing whether music performed over a network could be sim-ply improvised or formally structured through the help of network-centric cueing mechanisms. 2. IMPROVISATION The network provides a platform for sharing synchronization information and cues as it al-lows several performers to share a common infrastructure for exchanging common musical structures. Performing over the network intro-duces the principle of dislocation of performers as they are not in the same space but are playing in real time together whilst being located in several spaces. Free improvisation has been a practice often employed in NMP due to its em-phasis on musician-to-musician interaction and flexibility of materials; thus providing a good basis for developing musical strategies for in-teracting over a network regardless of its la-tency. Free improvisation as outlined by Derek Bailey, “pre-dates any other music – mankind’s first musical performance could not have been anything other than a free improvisation” [2]. It is therefore not surprising that new media envi-ronments, such as NMPs, resort to basic sorts of
function based on a client/server architecture. However, it was later discovered that modifica-tions of the network configuration should be possible based on the changing attribution of roles, defined as who plays the role of the MCG in the network. This complex and challenging aspect is currently being developed. Currently, the MCG broadcasts important musi-cal information by providing a basic structure to the nodes playing over the network, such as which section of the piece the nodes are in, as well as warning messages that the piece is about to switch to another section. The types of cues and their specific nature can be customized de-pending on the artistic approach given to the piece.
Figure 1. The MCG engine 3.2 Types of Cues There are three types of cues that have been so far identified as part of the classification: tem-poral behavioural and notational. All the cues below have been developed based on the prac-tice in the field and the classification is con-stantly being updated as the practice progresses.
3.2.1 Temporal Cues Temporal cues are sent out as information from the server to the nodes and are related to timing. Examples include the length of a cue, a warning that the cue is about to finish, or how much time a given node is in control of the improvisation until the given node delegates its control to an-other node and thus conceptually modifying the topology of the network. They are the most im-portant types of cues, in order to keep the en-semble together and, thereby, can be synchro-nized with various audio triggering cues, which are indicators that the structured improvisation is about to change from one section to another.
3.2.2 Behavioral Cues Behavioral cues are cues that are sent with a certain scenario attached to them. This can, for example, include the triggering of a waveform, or the suggestion that a given node needs to
3.2.3 Notational Cues Notational cues are able to display content that can be identified by the performers as being helpful in the good running of the performance. This can include the visualisation of the wave-forms from each site, the display of the cue number, a countdown or dynamic shapes that can be activated by various factors in the per-formance. Transmitting concrete or abstract notation based information is a real challenge over a network due to the latency and of the different distances between the MCG and the nodes. Even though the MCG is capable of re-triggering events so that a cue information ar-rives simultaneously at all nodes, which is a punctual or periodical type of information, the triggering mechanism does not work well for continuous information and, thereby, a drift is likely to occur over a period of time. Therefore, notational cues have traditionally been sent over the network in a punctual fashion, where the graphical representation is analogous to a slide show. If some events are of continuous nature, they tend to be transferred to remote nodes be-fore the performance and triggered remotely. In order to efficiently represent the cues and the synchronicity information, a set of visualisation tools has been developed to simply, but effi-ciently, display score information on various sites.
3.2.4 Active/Passive Cues The three types of cues identified above can have two distinct modes of operations: Passive: the cues are only sent as a suggestion to the nodes. Each node can decide whether or not to follow the guidelines suggested by the MCG. One particular example includes a sug-gestion that one node should decrease its gen-eral amplitude while another node should stay steady or a flashing warning indicating that the improvisation is about to switch to another sec-tion. Passive cues are generally rendered graphically as part of the score of the structured improvisation so that performers can take the suggestions (or obligations) into account while performing in remote sites.
Figure 2. Cue types and corresponding examples
4. CHANGING TOPOLOGIES The MCG should not be location centric by always being located in the same physical space, but should be able to take over a specific node at a given time. This leads to a far greater flexibility of the network topology as the MCG can virtually travel between nodes and position itself at any point on the network. The option to change topologies means that, an NMP can start as a basic star network topology with one node being at the center of the net-work. In this case, the chosen node is not only at the center of the network but also takes the role of a leader in the performance. At any time the controlling node can transfer its powers to another node on the network. The move can happen when switching from a cue to another in the piece or it can be randomly attributed based on the distribution of roles and voting by other participants or the audience. Many permutations are possible, which lead ultimately to a change in the network topology. For example, in the case of a network with four nodes, called A, B, C and D respectively, if node C takes the lead, all the commands from the MCG will be issued by node C until the next change in topology. This series of permutations, as a network im-provisation takes place, is analogous to the mo-dus operandi of a musical improvisation that would happen on a real stage in terms of dele-gating control to a performer over others. This approach adds various levels of interplays be-tween dislocated performers and leads to the creation of music that uses the network archi-tecture as the core and to a certain extent as the score. The concept of changing topologies outlined above allows the creation of complex interde-pendencies over the network (local or wide-area) and can easily implement some of the earlier network topology principles for musical collaboration such as the ones illustrated by Weinberg [11]. The MCG to node relationships allows the implementation of a, “Process Cen-tered Musical Network” [12]. The flexibility brought by the MCG in terms of network topol-
Figure 3. Changing relationship between nodes and MCG 5. THE ISSUE OF LATENCY Latency is a pretty common term in the field of computer music and is defined as, “the delay between the stimulus and the response” [13]. In a more musical fashion and when parallelised with the speed of sound in air, latency can be defined as, “the speed of sound through com-puter algorithms” [10]. In the context of NMP, latency is often considered as a musical feature in its own right and, “can be used as a specific compositional tool” [13]. It needs to be high-lighted that regardless of the quality and band-width of the networks used for NMPs the dis-tance between two nodes will introduce a cer-tain amount of latency. Even data traveling over fiber optic networks will be subject to a certain latency, not only because it cannot travel faster than the speed of light but also because that data will go through several switches and hubs along
the way, introducing conversions and thus slow-ing down its delivery to destination. The MCG includes two approaches to latency, which are defined as synchronous interactions and asyn-chronous interactions. 5.1 Synchronous interactions In this case the relationship between the MCG and the nodes is calculated in terms of time lag. For example, if the relationship from the MCG to node A is 100 milliseconds and the relation-ship from the MCG to node B is 75 millisec-onds, an additional 25 milliseconds will be added to the relationship between the MCG and node B so that cues arrive at exactly the same time at node A and C. Since the networks used in this case are very stable, the timing is very likely to stay firm through the piece. 5.2 Asynchronous interactions In this case, the MCG ignores the latency values between the MCG and the nodes and deals with the network as it is, leading to the generation of rhythmical patterns created by the network it-self. 6. CONCLUSION AND FUTURE WORK As illustrated through this paper, the MCG is the outcome of several years of practice in the field of NMP to answer the growing needs for distributed cueing structures. This ever-evolving exercise is an attempt to formalize some sort of convention in the practice of NMP and will be developed further as the practice progresses over time. In the short to medium term, the goals regarding the development of the MCG and associated cueing strategies are: - To develop a proper cross-platform ap-plication so that the system can be em-braced by a wider community - To offer a web platform on which a set of standard messages fitting in the cues classification outlined in this paper can be implemented and formalized by the NMP community - To advertise in a more formal manner, mostly through online channels, applica-
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relationships allows the implementation of a, “Process Centered Musical Network” (Weinberg 2005). The flexibility brought by the MCG in terms of network topology for the improvisation of musical content brings an additional layer of structure that is not necessarily musical, per se, but allows an allocation of performative roles despite the distance and the absence of physical contacts between the performers. This concept also ties up well with Weinberg’s principles especially when the notion of Goal Oriented Interaction is mentioned (Weinberg 2005). The latter introduces, according to Weinberg, two separate principles of interactions: Collaboration and Competition. The MCG along with structured improvisation allows the ensemble to morph between the notion of collaboration and the notion of competition, in musical terms, which creates diametrically opposed musical forms that are created by a change in network topology.
Figure 19: Reconfiguration of the MCG and the changing relationship to nodes
[11] Weinberg, G., 2002. “The Aesthetics, History, and Future Challenges of Interconnected Music Networks”, Proc. 2002 International Computer Music Conference, Göteborg, 2002. [12] Weinberg, G., 2005. “Interconnected Musical Networks: Toward a Theoretical Framework.” Computer Music Journal - Volume 29, Issue 2, pp. 23-29. [13] Will, U.K., 2004. “Computer music modeling and retrieval”, International Symposium, CMMR 2003, Montpellier, France, May 26-27, 2003: revised papers. Berlin ; Springer, c2004.
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