Abstract for 4 Feb. 2005
I will make a presentation at the Indiana University Department of Telecommunications T600 seminar on Friday, 4 February. This abstract touches on the areas I plan to discuss. Look to future postings for a link to the slides and examples that will be part of this presentation.
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A Music of Possibilities: A-Life Systems and the Composition of Sound for Interactive Applications
by Norbert Herber
Keywords: artificial life, synthetic life, evolution, genetic algorithms, evolutionary computation, Particle Swarm Optimization, sound, music, interactivity, interactive design, game design
The traditional methods of composition in contemporary interactive media are insufficiently effective and do not fully address the needs of true interactivity. In most cases, the music is bound to stylistic conventions and realized in the interactive work through processes of variable permutation. Ultimately this puts undue pressure on the composer to write for all interactive contingencies and limits the musical interest of a composition to alterations of mix and/or arrangement.
Artificial Life systems, by contrast, are bottom-up systems. Order is grown rather than designed. The organic, self-organizing characteristic of these systems is manifest in the ability to optimize and change behavior to achieve a particular goal. This quality is particularly desirable with interactive audio, where change and adaptation is crucial to role it plays in an interactive application.
This presentation considers audio for interactivity through the lens of Artificial Life applications. It discusses how the A-Life concepts of fitness and evolutionary optimization have important compositional implications in a dynamic interactive environment, and asks questions that point to areas of future research and creative work.
===================================================================
A Music of Possibilities: A-Life Systems and the Composition of Sound for Interactive Applications
by Norbert Herber
Keywords: artificial life, synthetic life, evolution, genetic algorithms, evolutionary computation, Particle Swarm Optimization, sound, music, interactivity, interactive design, game design
The traditional methods of composition in contemporary interactive media are insufficiently effective and do not fully address the needs of true interactivity. In most cases, the music is bound to stylistic conventions and realized in the interactive work through processes of variable permutation. Ultimately this puts undue pressure on the composer to write for all interactive contingencies and limits the musical interest of a composition to alterations of mix and/or arrangement.
Artificial Life systems, by contrast, are bottom-up systems. Order is grown rather than designed. The organic, self-organizing characteristic of these systems is manifest in the ability to optimize and change behavior to achieve a particular goal. This quality is particularly desirable with interactive audio, where change and adaptation is crucial to role it plays in an interactive application.
This presentation considers audio for interactivity through the lens of Artificial Life applications. It discusses how the A-Life concepts of fitness and evolutionary optimization have important compositional implications in a dynamic interactive environment, and asks questions that point to areas of future research and creative work.

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