Re: Intuitive EA Proformance Practice Research


Subject: Re: Intuitive EA Proformance Practice Research
From: Rick (ricknance@gmail.com)
Date: Thu Oct 13 2005 - 13:33:04 EDT


I don't think you can have decent responsiveness without decent
physical feedback. there's a lot more involved than the ears in
playing an instrument. Breathing, posture, the amount of pressure that
goes into the string before it slides across the nail and which
direction it's released according to what you need to happen next with
it as well as whether or not the last knuckle is flexed at the
release.

These things change whenever a different part, and therefore a
different sound, of the instrument is needed. That change is
consistant throughout the time the instrument is practiced with. It's
hard for me to believe that it's possible to do that without realtime
physical feedback tying the body to the ears. That's a helluva lot of
neural real estate being chucked out the window.

r

On 10/13/05, Richard Wentk <richard@skydancer.com> wrote:
> 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
>
>
>

--
======================
Rick Nance
De Montfort University
Leicester, UK
RickNance.org



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