Creation, interactivity and performance practice
Objectives
a) To understand the technical and aesthetic issues related to interactivity and to the
sound processing and manipulation in real-time situations.
b) To acquire the required knowledge to design and develop unique algorithms for real-time sound processing.
c) To be able to develop computer programming skills on the Max / Msp environement.
d) To be able to technically and aesthetical approach the musical creation and sound spaces manipulation in real-time.
General characterization
Code
02113187
Credits
10.0
Responsible teacher
Isabel Maria Antunes Pires
Hours
Weekly - Available soon
Total - 280
Teaching language
Portuguese
Prerequisites
N/A
Bibliography
- Bovermann, T., Egermann, H., de Campo, A., Hardjowirogo, S.-I., & Weinzierl, S. (Eds.). (2016). MUSICAL INSTRUMENT IN THE 21ST CENTURY : identities configurations. Springer.
- Dixon, S. (2015). Digital Performance: A History of New Media in Theater. Mit Press.
- Holland, S., Wilkie, K., Mulholland, P., & Seago, A. (2013). Music and Human-Computer Interaction. London Springer London.
- Manzo, V. J. (2016). Max/MSP/Jitter for music : a practical guide to developing interactive music systems for education and more. Oxford University Press.
- Mazzola, G. (2018). The Topos of Music II: Performance. Springer.
- Puckette, M. (2007). The theory and technique of electronic music. World Scientific Publishing Co.
- Rowe, R. (2004). Machine musicianship. Mit.
- Sallis, F., Bertolani, V., Burle, J., & Zattra, L. (2017). Live Electronic Music. Routledge.
- VINET, Hugues, DELALANDE François and all. (2000) Interfaces homme-machine et création musicale. Paris. Hermes Sciences Publicat.
Teaching method
Theoretical-practical classes. Lectures on techniques and theories related to the field of study (30%). Audition of works, discussion and practical work in the laboratory.
Programming practice (70%).
Evaluation method
Continuous assessment - Public presentation and performance of the project(20%), Realization of a final creative programming project of interactive character(60%), Successful production of practical exercises in class(20%)
Subject matter