Re: Intuitive EA Proformance Practice Research


Subject: Re: Intuitive EA Proformance Practice Research
From: Richard Wentk (richard@skydancer.com)
Date: Thu Oct 13 2005 - 11:18:28 EDT


At 13:15 13/10/2005, you wrote:
>I wonder how you'd go about this.... rumble packs from video game
>controllers perhaps? Or maybe actual physical instrument like
>bodies... actual strings and hollow chamb ers.

I think there's a difference between tactile interaction and tactile
feedback. You don't necessarily need the latter for the former to work
well. So I'm not convinced you'd need physical feedback so much as the
right kind of physical responsiveness. That combined with low latency
synthesis should give you enough to work with, because even with acoustic
instruments what you hear influences performance far more than any tactile
acoustic feedback.

It's not impossibly hard to design a three parameter ribbon controller with
output from pressure, position and also 'bend' at a right angle to the
position axis. I've never seen this done, but it's not too much of a
challenge.

I think the real key is that tactile control has to be able to control
multiple parameters at once. So something like this would be an interesting
start.

Once upon a time - I think it was the late 70s - there was also an
experimental keyboard design that offered something similar - aftertouch,
and also direct physical vibrato by moving the keys from side to side. It
never turned into a commercial product because it wasn't cheap, and the
market was limited. Which is always a problem. :-/

Richard



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