The AirSticks: A New Instrument for Live Electronic Percussion within an Ensemble. Alon Ilsar University of Technology Sydney

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The AirSticks: A New Instrument for Live Electronic Percussion within an Ensemble Alon Ilsar University of Technology Sydney Submitted to the Faculty of Engineering and Information Technology in partial fulfilment of the requirements for the degree of Doctor of Philosophy 2018

Certificate of Original Authorship I certify that the work in this thesis has not previously been submitted for a degree nor has it been submitted as part of requirements for a degree except as fully acknowledged within the text. I also certify that the thesis has been written by me. Any help that I have received in my research work and the preparation of the thesis itself has been acknowledged. In addition, I certify that all information sources and literature used are indicated in the thesis. Alon Ilsar April 19, 2018 i

ii

Acknowledgements I am grateful for the support of so many wonderfully generous people for this project. To my supervisor, Andrew Johnston thank you for your patience, calm, passion, experience and willingness to help. This whole process went so much smoother than it should have thanks to you. To my main collaborator and co-creator of the AirSticks, Mark Havryliv thank you for your commitment to seeing through every ridiculous idea we hatched and always being on call. To Charles Fairchild thank you for supporting and understanding every artistic pursuit I have ever had. To mum and dad for getting me my first drum kit AND insisting I play it, AND making sure I also did my homework, AND for coming to every gig. To everyone at the Creativity and Cognition Studios thank you for dealing with my noise and junk. Thank you to everyone who approached me at a gig and shared their praise and/or curiosity. Thank you to my collaborators mentioned within and beyond, particularly to Andrew Bluff, Daniel Pliner, Josh Ahearn, Daniel Krass, Mark Bolotin, Kyle Sanna, Jonathon Miller, Jonothan Holmes, Robin McCarthy, Hannah Cohen, Gerri Jäger, Tim Motzer, Jane Sheldon, Julian Curwin, Joel Rapaport, Ellen Kirkwood, Sandy Evans, Dana Lyn, Matthew Hughes, Alex Ryan, Helen Richardson and all at Brooklyn College s PIMA, and most of all, to Bronwyn Cumbo. Thank you Broni for not only inspiring me to be creative, and challenging my ideas to better them, but believing that it would always lead to growth and success. iii

Abstract This research explores the design of a new gestural instrument for electronic percussionists, the AirSticks. For the purposes of this work, a gestural instrument is defined as one which can, through some form of motion capture and the process of mapping on a computer, convert physical movement data into sound. The infinite ways of mapping this movement to sound is identified within as the mapping problem. The aim of the research is to investigate different approaches to tackling this mapping problem within diverse collaborative musical situations to help overcome creative paralysis. The method has been to use practice-based research to develop a series of mappings of the instrument for use in dozens of distinct projects which follow on from the researcher s own creative practice as a drummer and electronic producer. Self-reflections of the researcher s role as performer/designer are provided, along with observations of working closely with a computer programmer and several expert musicians, dancers and visual artists. These reflections suggest that many different approaches are needed to tackle the mapping problem, and that laying out a clear artistic goal for a project can at least get the designer through some of this creative choice paralysis and more difficult decisions that need to be made. Considerations of how the performance may look, sound and the degree of control given to the performer leads to different mapping approaches. Mapping approaches are also influenced by whether the performance is improvised or composed, filmed or simply recorded, the size of the ensemble, the skillset of the collaborators and the genre conventions of the piece. To enable this research, the AirSticks were designed to allow the composition, improvisation and performance of live percussive electronic music using hand and finger movements captured by gestural controllers, enabling the control of complex sound textures at the same time as allowing the performer to time and execute precise rhythmic gestures within various collaborative musical situations. A background to the field of electronic percussion in new instrument design with a focus on the use of gestural controllers is provided. The reasoning behind the choice of a particular gestural controller is discussed, as are the artistic motivations behind the project. The technical and creative components of the work, including custom software and the use of off-the-shelf controllers and sensors, are also outlined. As part of this project, more than one hundred musical situations on the AirSticks were documented. These musical situations included live performances, films and recordings, some in solo form, but most with collaborators. Some video documentation is linked to within the thesis to help demonstrate the workings of the instrument and showcase the instrument within these projects. A detailed overview of these projects is presented along with insights into the creative and design processes. A discussion of the different things to consider when designing an instrument such as the AirSticks is followed by the outlining of future projects and the design criteria of future software and hardware. iv

Contents Certificate of Original Authorship... i Acknowledgements... iii Abstract...iv Contents... v Chapter 1: Introduction... 1 1.1 Introduction... 2 Chapter 2: Background... 5 2.1 Introduction... 6 2.2 Artist s Background... 7 2.2.1 The Drum Kit its Limitations & Explorations... 7 2.2.2 Electronic Music Endless Possibilities... 9 2.2.3 A New Instrument Emerges... 11 2.3 History of Percussion... 13 2.3.1 Early Percussion... 13 2.3.2 Electronic Percussion... 14 2.3.3 The Standard Modern Electronic Drum Kit... 15 2.3.4 The MPC... 16 2.4 Open-air Controllers... 18 2.4.1 Examples of Open-air Controllers... 18 2.4.2 Reasons for Utilising Open-air Controllers... 26 2.4.3 Challenges in Using Open-air Controllers... 27 2.5 Project History... 25 2.5.1 Infrared & Cameras... 25 2.5.2 Exoskeleton... 26 2.5.3 Gaming Controllers... 27 2.6 Current Hardware & Software... 29 2.6.1 Triggering System... 29 2.6.2 Thumb, Finger & Foot Movements... 32 2.6.3 Custom AirSticks MIDI Software (CAMS)... 32 2.6.4 Ableton Live... 35 2.6.5 Black Box... 35 2.7 New Musical Instrument Design... 38 2.7.1 Concepts in New Musical Instrument Design... 39 2.7.2 Revisiting the Design Criteria... 43 2.8 Conclusion... 44 v

Chapter 3: Methodology... 45 3.1 Introduction... 46 3.2 Practice-based Research... 48 3.3 Action Research... 50 3.3.1 Collaboration... 51 3.3.2 Artist/Engineer Relationship... 53 3.4 The Reflective Practitioner... 54 3.5 Trajectory Model for Practice & Research... 58 Chapter 4: Case Studies... 62 4.1 Introduction... 63 4.2 Pivotal Projects Overview... 64 4.3 The One-Person Band Dilemma... 65 4.4 Pivotal Projects... 68 4.4.1 Air Vacuum (3/2013 - )... 68 4.4.2 Vacuum Duos (8/2013 - )... 73 4.4.3 Dark as a Dungeon (11/2013)... 81 4.4.4 H2.0 (11/2013)... 83 4.4.5 Malarkey (3/2014 - )... 88 4.4.6 Nine Lives Live (8/2014 - )... 90 4.4.7 Duo with Ellen Kirkwood (10/2014)... 93 4.4.8 The Sticks Dock Residency (11/2014 1/2015)... 95 4.4.9 The Sticks Debut Album (2/2015)... 98 4.4.10 The Sticks Visualised (4/2015 - )... 105 4.4.11 AirStorm (4/2015 - )... 108 4.4.12 The Sticks Covers Series (7/2015 1/2016)... 111 4.4.13 Tuka on Like a Version (11/2015)... 120 4.4.14 Creative Tech Week Talk (4/2016)... 123 4.4.15 CF1 (6/2016)... 125 4.4.16 Daft Punk (7/2016)... 127 4.5 Conclusion... 129 Chapter 5: Discussion... 130 5.1 Introduction... 131 5.2 Setting Up Vs Mapping... 133 5.2.1 Improvisation, Composition & Performance... 134 5.2.2 Efficiency vs Theatricality... 135 5.2.3 Predictable vs Unpredictable... 135 5.2.4 Performer Experience vs Audience Experience... 136 5.3 Tackling the Mapping Problem... 137 5.4 Sound-first Mapping... 138 5.4.1 Pressing Play... 138 vi

5.4.2 Revelations of Sound-First Mapping... 140 5.5 Magic & Illusion... 143 5.5.1 Disembodied Sound... 144 5.5.2 Subverting Realness... 144 5.5.3 Physicalising Sound... 145 5.6 Movement-first Mapping... 146 5.6.1 Mapping by Metaphor... 146 5.6.2 Mapping a Virtual Space... 149 5.6.3 Mapping Discreet Movements... 150 5.7 Genre-specific Mapping... 152 5.7.1 Wonky Beat... 152 5.7.2 Drone Music... 153 5.7.3 Electro-acoustic Music... 154 5.8 Mapping for Ensemble Playing... 156 5.9 Conclusion... 158 Chapter 6: Future Work... 159 6.1 Introduction... 160 6.2 The Sweatbands... 161 6.2.1 The New Hardware... 162 6.2.2 The New Software... 164 6.2.3 Future Plans for the Sweatbands... 167 6.3 AirSticks 2.0... 168 6.3.1 Electronic Music Composition... 168 6.3.2 Sound Design... 168 6.3.3 Melodic Playing... 169 6.3.4 Dancing... 169 6.4 Future Projects... 170 6.4.1 The Hour... 170 6.5 Conclusion... 173 Chapter 7: Conclusion... 174 7.1 Conclusion... 175 References... 178 Appendix A: List of Figures... 186 Appendix B: Glossary of Terms... 18688 Appendix C: List of Public Performances on the AirSticks... 186 Appendix D: Other Recent Projects Worth Noting... 198 Aether... 198 Voyager... 199 vii

Appendix E: List of Publications... 200 Appendix F: List of Recordings... 201 Appendix G: List of Video Specific Works... 202 viii