ENGAGEMENT AND INTERACTION IN
PARTICIPATORY SOUND ART
Visda Goudarzi
Institute of Electronic Music and Acoustics
University of Music and Performing Arts Graz, Austria
[email protected]
ABSTRACT
This paper explores a variety of existing interactive and
participatory sound systems and the role of different actors in them. In human computer interaction (HCI), the
focal point on studying interactive systems has been the
usability and functionality of the systems. We are trying
to shift the focus more towards creative aspects of interaction in both technology development and sound creation. In participatory sound art, the roles of technology
creator, composer, performer, and spectator are not always distinct but may overlap. We examine some challenges in such systems, like the ownership of technical
and aesthetic components and balancing engagement and
interaction among different stakeholders (designer, composer, spectator, etc). Finally, we propose a discussion on
participation, human-computer and human-human interaction within the process of creation and interaction with
the system.
1. INTERACTIVE SOUND SYSTEMS
The process of design and development of interactive
sound systems used to be a separate task from sound
creation. From design and development to performance,
there used to be a linear flow (Figure 1). New interfaces
for sound creation, however, allow sound artists and
composers to engage themselves more in the process of
system design and development.
Artemi-Maria Gioti
Institute of Electronic Music and Acoustics
University of Music and Performing Arts Graz, Austria
[email protected]
approach aims to direct attention away from the system’s
accuracy and efficiency. We are more intrigued by nonquantifiable goals and notions such as creativity and engagement. In terms of interaction, we find Suchman’s
perspective [7] appropriate for interactive and particularly
participatory sound systems. She moves away from a
goal-oriented interactivity and meaningful action towards
a concept of interactivity in which action is central and
goals are emergent. Furthermore, the iterative development of software engineering is not necessarily transferrable to artistic creation. In artistic production iterative
processes are part of the creative experimentation and not
part of the evaluation of a completed artwork [8].
1.1 Stakeholders and the scope of interaction
In traditional sound making systems (e.g. musical instruments), the designer of the sound system was usually a
different person than the musicians (composers and performers). Due to rapid technological advancements, the
gap between designers and sound makers is getting
smaller. Examples include the democratization of sound
and musical instruments, the evolution of Internet, open
source software, community based design and DIY (Do It
Yourself) instruments. However, sound making is usually
left to composers and musically trained people. There are
only a few sound artworks that allow people with little or
no experience in sound or music to participate in the creative process and potentially increase their awareness
about sound in their surroundings improving their analytical listening skills [9].
In HCI and software development, an iterative approach
of design and development is common where evaluations
allow to improve the system in successive iterations. Applications of adapted iterative HCI methods in sound creation range from interaction design to creativity support
in sound and technological domains. Studies which incorporate HCI methods to evaluate sound creation systems are mostly focused on how musical tasks are performed. Aspects evaluated might be related to performance [1], the quality of the user experience and the degree of expressiveness [2, 3, 4], the usefulness of the system [5] or participant’s/audience’s engagement [6]. Our
Copyright: © 2016 Visda Goudarzi and Artemi-Maria Gioti. This is an
open-access article distributed under the terms of the Creative Commons
Attribution License 3.0 Unported, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author
and source are credited.
Figure 1. An overview of the flow of actions in a traditional interactive sound system.
Furthermore, in the last decade computing systems such
as tablets and mobile devices, which used to be specifi-
cally deployed by engineers and experts, have become
more popular among the general public. This has led to a
different media ecology, extending the cultural context
for interactions through consumer devices and creating a
new platform for engagement in participatory art, by using one’s own devices.
Having such powerful -potentially sonic- devices in hand,
the space becomes the instrument and the stage of creativity that has so far been confined to a small elite of educated musicians expands [10]. In the last decade, research
has focused on the development of methods to assist music composition by hiding part of the complexity of creation from the user [11]. This is on the one hand a democratization of sound or any content creation, but on the
other hand it can add to the sonic pollution in public
spaces. You may hear up to 20 different sounds within a
minute coming out of a mobile phone because of different apps. At the same time this has created a new condition for artistic creation: art is not presented only in museums and galleries; it has rather expanded to public
spaces much easier and faster than before.
1.2 Design and Development
HCI design process could be a goal-oriented problem
solving activity informed by intended use, a creative activity, or a decision-making activity to balance trade-offs
(e.g. requirements of product compatibility and ease of
use may be contradicting.) In a HCI design process there
is usually a plan for development and a set of alternatives
and successive elaborations. Whether the main design
decisions are made by the composer or the designer depends on the goals and complexity of the system. Available computer languages could also have a huge influence
on the focus of the design process. McCartney [12] describes the early computer music languages as strong in
abstractions but providing very few control and data
structures and little or no user functions. Later on, computer music languages such as Max and Pd allowed abstractions, so that in some cases the users are not even
noticing that they are programming. These languages
allowed for more participation of composers and performers in the process of programming sound systems,
without requiring extensive software engineering training. Most importantly, the orientation of these programming languages towards live interaction brought HCI into
the focus of both composition and performance, bringing
about important changes in both fields.
1.3 Composition and Performance
The growing availability of electronic devices and audio
programming languages has lead not only to a merging of
instrument/interface design and composition, but also to a
new understanding of composition and performance as
interactive processes. Human-computer interaction in the
composition and performance of live electronic music
ranges from interface-based interaction, employing human-computer interfaces that translate the performer’s
actions into sound, to responsive and autonomous agent-
based systems, able to interact with human performers in
real-time.
The latter approach in particular has broadened our understanding of composition and the traditional roles of
composer and performer. By delegating some responsibility to machine agency, the real-time interaction between the performer and the computer is transformed into
a dynamical and reciprocal process of communication
between human and machine agency. Due to this integration of human and machine agency the spectrum between
"fixed" composition and free improvisation is becoming
“increasingly densely populated” [14], while the borders
between performer and composer, as well as instrument
and composition are becoming obscure.
An example of the merging of the traditional roles of
composer and performer is interactive composing.
Chadabe describes interactive composing as ‘a two-stage
process that consists of (1) creating an interactive composing system and (2) simultaneously composing and
performing by interacting with that system as it functions’ [15]. In interactive composing systems, also known
as real-time composition systems [16], the composer is
also the performer, while it is impossible to distinguish
between composition and performance, since they occur
simultaneously.
A different approach to interaction in the composition of
live electronic music are Di Scipio’s audible ecosystems,
in which the field of interaction is defined as the triangular connection among a human agent, a DSP unit and the
sonic ambience [17]. In Di Scipio’s audible ecosystemics
interaction is expanded to include not only the human
agent and the computer, but also the ambience itself as a
performance agent.
Further examples of interaction strategies in live electronic music performance are performance networks and virtual player systems. Performance networks are technology-based systems that enable remote or co-located collaborative musical performance. Weinberg [18] categorises interconnected musical networks in three different
approaches: the server approach, in which the network is
limited to the individual interaction between each player
and the system, the bridge approach, that enables collaborative performances among performers that are in different locations, and the shaper approach, in which the system uses algorithmic processes in order to generate musical material that the performers can modify collaboratively.
Virtual player systems are systems that fall into the player category of Rowe’s taxonomy [19]. In these systems, a
virtual player learns from one or more human improvisers
and responds to them in real-time. Examples of virtual
player systems are those developed by Lewis [20], Bakht
and Barlow [21] and Dubnov et. al [22]. Such systems
usually employ machine learning in order to produce musical material that is similar to that played by the human
improviser. For this reason, the material generated
by the virtual player is in most cases pitch-based. This, in
addition to their machine learning based approach, makes
such systems more suitable for improvised performances,
than for compositional applications.
Finally, a machine learning, but not pitch-based approach
was followed by the creators of the Wekinator software,
designed for end-user interactive machine learning [23].
With the Wekinator, the user (performer/composer) can
create desired gesture-sound mappings by training a
learning algorithm. The software is end-user oriented,
enabling musicians to work with intelligent systems
without requiring any programming knowledge. However, its approach is in fact interface-based: even though it
uses machine learning, its functionality is restricted to
gesture-sound mappings.
1.4 Audience participation and engagement
Expanding the field of interaction beyond composition
and performance to audience participation has usually
overlapped with the creation of multi-user instruments,
which have switched the role of a passive audience (or
spectator) to an active player. Dixon [24] identifies four
types of interaction based on different levels of engagement: navigation, participation, conversation and collaboration.
which is a sonification of tweets from the audience
played by a laptop ensemble. The piece is not as precisely
choreographed as Telesymphony, which gives the audience a certain freedom to “compose” (at least composing
their own tweets) within the framework of the piece. Still
conducting the piece is left in the hands of the designer.
The individual cannot change the direction of the whole
structure of the ensemble, but has at least control over
his/her own sounds (or tweets). Ximena Alarcon’s [30]
Sounding Underground is an example of leaving the creative aspects to the user. It’s an online interactive sonic
environment which links sound experts from metros of
London, Paris, and Mexico City. She translates the public
transport into interactive multimedia using interactive
ethnography to involve participants’ perception of space.
2. ASPECTS OF AUDIENCE PARTICIPATION
From these examples it is clear that participatory sound
systems display a wide range of both participation and
interaction strategies. Some of the most important parameters of participatory sound systems design are discussed
in detail below:
2.1 Audience engagement
Engaging the audience is not a new approach in sound
art, but engaging them to the extent of being the main
creators has not been explored in depth. E.g. John
Klima’s Glasbead [25] is a great example of multi-user
collaborative musical interface used to engage 20 or more
remote players with each other. Another example is Golan Levin’s Telesymphony [26], in which he choreographed ringing of audiences’ mobile phones. In this example, the audience doesn’t have any control over the
structure of the piece or the creation of the sounds. They
are almost passive users with an active instrument in
hand that is mostly controlled by the composer and creator of the piece.
In recent years, since crowd sourcing and creating content by users have become more common, interfaces that
take advantage of that also entered the music world, such
as Kruge’s MadPad [27]. He uses the audio/visual content that the audience sends before the performance, during the concert. In this approach, the users create the
whole content and the performer only uses algorithms to
compose with it. However, the audience is not participating in real time. Other real-time applications are:
Tweetscapes [28] and TweetDreams [29]. Tweetscapes is
a project of sonification experts, media artists, and a radio
broadcaster. Online data from German Twitter streams is
sonified and visualized in real-time. The sounds are based
on a large sound database and randomly – but reproducibly fixed – assigned to different semantic terms
(hashtags). These sounds are then modified according to
metadata, e.g. from which location in Germany the tweet
was sent. Another example is TweetDreams by Dahl et.al.
Harries [31] refers to authorship, performance and spectatorship as different types of audience participation using
the terms performance and authorship as interchangeable.
We would like to distinguish between three types of audience participation, with increasing level of engagement:
crowdsourcing, performance agency and co-authorship.
Crowdsourcing, in general, is a paradigm for the use of
human processing power to solve problems. Computational systems where the crowd performs tasks to solve
problems in the context of computer music are very
common, especially in the field of music information
retrieval. To name a few: Mechanical Turk that uses people’s opinion to find similarities between songs [32],
Last.fm [33] and Freesound [34] that use the crowd sound
sample collection and music library management. In participatory systems crowdsourcing refers to audiencecomputer interaction systems that allow a large crowd to
participate in the process of sound making mainly by
functioning as a source of data, such as TweetDreams
[29], Flock [35] and One Man Band [36]. For instance, in
TweetDreams, audience members use their personal mobile devices to tweet. Tweets containing hash-tags (chosen by performers) are sonified and visualized into a dynamic network.
In performance agency the role of the audience is similar
to that of a performer. Unlike crowdsourcing, in performance agency audience engagement is active and involves real-time control over sound parameters that are
determined by the composer/designer. Even though com-
positional decisions are made by the creator of the system, the audience is able to explore the ‘space’ defined
by the composer/designer and interact with it by setting
runtime control data. However, despite the active participation, performance agency as a form of audience engagement implies a hierarchically structured interaction
model, based on the dichotomy between the creator/designer and spectator/performer. An example of performance agency as an audience engagement strategy is
Auracle. In Auracle the users can control a synthesized
instrument with their voice, while interacting with other
users in real time over the Internet [37].
The most active form of audience participation is coauthorship. In this case, the spectator is not just a performer, but co-author in the process of sound creation.
Instead of setting the values of a fixed set of run-time
control variables, the audience is invited to participate in
the creative process, by making compositional decisions
regarding both the sound material and the processes applied to it. In this case, the designer’s role is limited to the
creation of a platform that enables collaborative sound
creation, while it involves little to no compositional responsibility at all. Co-authorship is the most democratic
form of audience participation and the one that has been
explored the least by participatory systems so far.
2.2 Human-computer interaction
Our discussion of human-computer interaction in participatory sound systems focuses on the aspects of control
and mapping. Instead of discussing technical aspects of
HCI, like functionality or usability, we prefer to focus on
different strategies in the design of audience-system interaction in participatory systems. The aspects of HCI
that we examine here are: ‘multiplicity of control’ [14],
type of control, mapping of control actions, control parameters and ‘control modality’ [14].
- Multiplicity of control: By multiplicity of control we
refer mainly to the differentiation between single-user
and multi-user systems. In single-user systems, only one
user can interact with the system at a given moment,
while in multi-user systems more than one users can interact with the system simultaneously. The concept of
multiplicity of control is not necessarily limited to human
agency, but can also include machine agency, meaning
that the system itself can perform control actions. An
example of an interactive sound system with multiple
control channels is the reacTable [27].
- Type of control: The type of control refers to the different human-computer interfaces that can be used as part of
the audience-system interaction. Like in live electronic
music performance, this interaction can be tangible and
embodied (e.g. Michael Waiswisz, The Hands) or disembodied (e.g. Alvin Lucier, Music for solo performer),
non-tactile etc.
- Mapping of control actions: Mapping control actions to
sound parameters is perhaps the most important part of
sonic human-computer interaction design. Mapping processes can be linear (a simple scaling of input values to
control values) or non-linear and based on dynamical
processes (e.g. dynamical systems modeling, machine
learning etc.). An example of a linear mapping process is
assigning the keys of a MIDI keyboard to pitches, while
an example of a dynamical mapping process, based on
machine learning, is the software Wekinator [23]. The
type of the mapping process affects the level of perceived
control and transparency (i.e. how perceivable the relationship between control actions and sound output is).
- Control parameters: Sound parameters, the value of
which can be set by the user.
- Control modality: Control modality refers to the type of
control value (discrete or continuous) [14] and depends
on the control parameter itself, as well as the type of the
interface. For example, faders allow for continuous control and are more suitable for controlling a parameter like
amplitude, while buttons could be used for triggering prerecorded samples.
2.3 Human-human interaction
Human-human interaction in participatory sound systems
has evolved excessively with the growth of internet and
social media. Server-based cloud computing has enabled
the audience to participate in performances in active or
passive roles without the need for special technical background or pre-configuring hardware/software. The cost
effectiveness, familiarity, and ease of use of some technological devices have also made the entrance to participation easier. Furthermore, the roles of performer, composer and audience have become more interchangeable and
the participation has added more uncertainty factor to
performances which is on the one hand technologically
and artistically challenging, and on the other hand compelling. Some factors that influence the communication
and interaction between audience members, or the audience and other performers are:
- Location: according to Barbosa [38] collaboration in
participatory performances could take place within remote or co-located network music systems. In the former,
people could participate in the performance from different parts of the world (e.g. SoundWIRE group [39]) or
could be even in the same room using different computers connected to local networks. In both cases they share
the same sonic environment. Since these systems create a
platform of synchronous improvisations for a broad audience, participants usually don’t need to be experts. Another possibility is that participants even share the same
physical interface or device. (e.g. in table-top instruments
such as the reacTable. [27])
- Levels of communication: some collaborative environments only allow participation of expert musicians in the
participatory performance whereas some others encour-
age collaboration between experts and novices. In the
latter, the communication is more focused on a performative involvement of the audience. In other cases a master
performer reacts or communicates back to the audience
[40] during the performance by shaping sounds or data
received from the audience (hierarchical collaboration).
Another level of communication is the interaction among
audience members. However, what determines a successful sonic Human-Computer Interaction and how can participatory design encourage audience engagement are
questions that still need to be answered. Especially, in the
case of co-authorship participatory design seems to be
compelling, both aesthetically and technologically.
3. DISCUSSION
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In this paper we discussed some challenges in participatory and interactive sound systems, focusing on audience
participation and engagement. Technological advancements and new artistic concepts have lead to a closer collaboration among the traditionally distinct fields of design, composition and performance and enabled various
forms of audience participation. Participatory strategies
in sound art can vary from a passive participation in
which the audience functions simply as a source of data
(crowdsourcing) to active participation in the performance and creation of an artwork (performance agency
and co-authorship). The last two approaches are as radical as they are challenging, bearing implications for both
the spectator and the creator/author. Questions regarding
authorship inevitably arise as a result of this shift of creative responsibility: is a participatory sound work the work
of the artist who designed it or is it a creation of the participants? How does this democratization of the creative
process affect its goal? Is the goal of the creative process
still the artifact or does the goal shift from the aesthetic
artifact to the interaction itself? And, finally, how does
collective creative responsibility affect the aesthetics and
perception of the artwork?
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