• English
    • svenska
  • svenska 
    • English
    • svenska
  • Logga in
Redigera dokument 
  •   Startsida
  • Faculty of Fine, Applied and Performing Arts / Konstnärliga fakulteten
  • Academy of Music and Drama / Högskolan för scen och musik
  • Artistic Works / Konstnärliga arbeten Högskolan för scen och musik
  • Redigera dokument
  •   Startsida
  • Faculty of Fine, Applied and Performing Arts / Konstnärliga fakulteten
  • Academy of Music and Drama / Högskolan för scen och musik
  • Artistic Works / Konstnärliga arbeten Högskolan för scen och musik
  • Redigera dokument
JavaScript is disabled for your browser. Some features of this site may not work without it.

What I’m doing when I do what I can’t do

Sammanfattning
An aesthetical idea that has been used in various ways in post-World War II avant-gardist and experimental musical practices is to give performers insolvable or contradictory tasks. One of the first to employ this strategy was probably John Cage, who in turn was inspired by Zen-Buddhist practices, such as its short Koan forms, which most likely are contradictory with respect to content. Another example is the British composer Brian Ferneyhough who deliberately makes his scores partly unplayable, in order “to consistently overstep the bounds of the human possible”, and consequently mistakes and erroneous playing become an intrinsic part of the performance. Another example is Miles Davis who routinely gave his musicians contradictory instructions. One reason for these strategies is to force performers to think and reflect in order to make up their own conclusions, and another is to change playing intention, from expressing something to solve a problem. A software, a Max patch called Chasing Chords, is one attempt to apply this strategy. Chasing Chords is a simple musical game that is inspired by first shooter person video games. In essence, it asks a drummer and a piano player to guess and to play in sync with sounds randomly replayed by the software: a sampled bass drum hit and a piano chord respectively. The given task, to play simultaneously with the randomly-generated events, are impossible to solve, the intention to do so however, creates a certain attention at the participant players, which in turn creates a unique quasi periodic texture mediated by the randomly generated events. The emergent texture is, in essence, the identity of the piece. In the presentation a percussionist and a piano player perform live with the software.
Beskrivning av projektet
Se bifogad pdf
Typ av arbete
Artistic presentation of the music software Chasing Chords made in Max.
Offentliggjord i
Interference #5, Inter Art Center (IAC), Malmö 16-18/1 2018
Länk till verkets webbplats
https://www.iac.lu.se/events/interference-5-a-laboratory-for-artistic-research-in-music/
Övrig beskrivning
The presentation included a performance with the software by Gustaf Rosenberg piano, and Pontus Häggblom percussion. A video screen dump from the software is attached.
URL:
http://hdl.handle.net/2077/58523
Samlingar
  • Artistic Works / Konstnärliga arbeten Högskolan för scen och musik
  • Konstnärliga konferensrapporter (HSM) / Artistic Conference Reports
Fil(er)
gupea_2077_58523_1.pdf (229.3Kb)
gupea_2077_58523_2.pdf (13.22Mb)
gupea_2077_58523_3.pdf (61.83Kb)
gupea_2077_58523_4.pdf (101.2Kb)
gupea_2077_58523_5.mov (2.500Mb)
Datum
2018-01
Upphovsman
Nilsson, Per Anders
Nyckelord
Improvisation
game design
artistic tasks
music software
Publikationstyp
artistic work
Språk
eng
Metadata
Visa fullständig post

DSpace software copyright © 2002-2016  DuraSpace
gup@ub.gu.se | Teknisk hjälp
Theme by 
Atmire NV
 

 

Visa

VisaSamlingarI datumordningFörfattareTitlarNyckelordDenna samlingI datumordningFörfattareTitlarNyckelord

Mitt konto

Logga inRegistrera dig

DSpace software copyright © 2002-2016  DuraSpace
gup@ub.gu.se | Teknisk hjälp
Theme by 
Atmire NV