A Quora user asks whether artificial intelligence will ever replace human musicians.
I contributed a chapter to a soon-to-be-released book, Learning, Education and Games (Volume One): Curricular and Design Considerations. I wrote about the potential value of video games in music education. The book will be out in October 2014. Here’s the table of contents.
We’re having a launch party on October 9th at the NYU Game Center, with a panel on games, featuring the contributors to the series. In addition to myself, the panelists will include Elena Bertozzi and Gabriela Richard. The book’s editor, Karen Schrier, will be moderating.
Update: here’s a drawing of Elena, Gabriela, Karen and myself by Jay Boucher.
I’m working on a long paper right now with my colleague at Montclair State University, Adam Bell. The premise is this: In the past, metaphors came from hardware, which software emulated. In the future, metaphors will come from software, which hardware will emulate.
The first generation of digital audio workstations have taken their metaphors from multitrack tape, the mixing desk, keyboards, analog synths, printed scores, and so on. Even the purely digital audio waveforms and MIDI clips behave like segments of tape. Sometimes the metaphors are graphically abstracted, as they are in Pro Tools. Sometimes the graphics are more literal, as in Logic. Propellerhead Reason is the most skeuomorphic software of them all. This image from the Propellerhead web site makes the intent of the designers crystal clear; the original analog synths dominate the image.
In Ableton Live, by contrast, hardware follows software. The metaphor behind Ableton’s Session View is a spreadsheet. Many of the instruments and effects have no hardware predecessor.
In my first post in this series, I briefly touched on the problem of option paralysis facing all electronic musicians, especially the ones who are just getting started. In this post, I’ll talk more about pedagogical strategies for keeping beginners from being overwhelmed by the infinite possibilities of sampling and synthesis.
This is part of a larger argument why Ableton Live and software like it really needs a pedagogy specifically devoted to it. The folks at Ableton document their software extremely well, but their materials presume familiarity with their own musical culture. Most people aren’t already experimental techno producers. They need to be taught the musical values, conventions and creative approaches that Ableton Live is designed around. They also need some help in selecting raw musical materials. We music teachers can help, by putting tools like Ableton into musical context, and by curating finitely bounded sets of sounds to work with. Doing so will lower barriers to entry, which means happier users (and better sales for Ableton.) Continue reading
My music-making life has revolved heavily around Ableton Live for the past few years, and now the same thing is happening to my music-teaching life. I’m teaching Live at NYU’s IMPACT program this summer, and am going to find ways to work it into my future classes as well. My larger ambition is to develop an all-around electronic music composition/improvisation/performance curriculum centered around Live.
While the people at Ableton have done a wonderful job documenting their software, they mostly presume that users know what they want to accomplish, they just don’t know how to get there. But my experience of beginner Ableton users (and newbie producers generally) is that they don’t even know what the possibilities are, what the workflow looks like, or how to get a foothold. My goal is to fill that vacuum, and I’ll be documenting the process extensively here on the blog.
Later this week I’m doing a teaching demo for a music technology professor job. The students are classical music types who don’t have a lot of music tech background, and the task is to blow their minds. I’m told that a lot of them are singers working on Verdi’s Requiem. My plan, then, is to walk the class through the process of remixing a section of the Requiem with Ableton Live. This post is basically the script for my lecture.
I just completed a batch of new music, which was improvised freely in the studio and then later shaped into structured tracks.
I thought it would be helpful to document the process behind this music, for a couple of reasons. First of all, I expect to be teaching this kind of production a lot more in the future. Second, knowing how the tracks were made might be helpful to you in enjoying them. Third, composing the music during or after recording rather than before has become the dominant pop production method, and I want to help my fellow highbrow musicians to get hip to it. Continue reading
Walking to the subway this morning, I had a bright idea for how to make the Drum Loop more kid-friendly by representing the radial grid as a pizza. Here’s a very quick concept sketch:
To really make this work, I wouldn’t just plop a JPEG of a pizza under the existing UI. I’d want a cartoon pizza rendered in a flat-color style. Instead of colored wedge cells, drum hits would be represented by stylized pepperoni, sausage, anchovies, olives, mushrooms and so on. I’ll throw it on the ever-expanding “future work” pile.
Usually I like to make everything on this blog freely available to whoever wants to use it, but The Groove Pizza is ⓒ Ethan Hein 2013, all rights reserved.
Here’s the presentation I’ll be giving of my masters thesis next week, enjoy.