This paper has been published on the Journal of New Music Research,
Vol. 25 (1996), pp.212-230.
Formalization of Computer Music Interaction Through a Semiotic
Approach
Fernando Iazzetta
Laboratório de Linguagens Sonoras
PUC-SP - Communication and Semiotics
R. Ministro Godoy, 969, sala 416-C
São Paulo - SP - 05015-901 - BRAZIL
e-mail: iazzetta@exatas.pucsp.br
1- INTRODUCTION
Musical activity involves, in its essence, interactive processes in all
of its levels: composition, performance and listening. It shows different
characteristics if the interactive agents include only musicians (as in
an orchestral performance), only machines (as in a music box), or both (as
in interactive computer music systems). Our interest is focused on musician/machine
interaction, and in particular, in the case of those systems that make use
of computer technology.
This paper aims at analyzing human/computer interaction and the way it works
in the field of music activity. For this purpose, we first introduce interaction
as a kind of communication process and then we formalize music interaction
through a semiotic perspective.
2 - INTERACTION AS A COMMUNICATION PROCESS
Speeches, texts and works of art arise from a particular organization of
signs in a specific context. They communicate or become meaningful when
someone is able (even without being completely conscious of it) to perceive,
at some level, this occurrence of organization. Although the idea of communication
is an essential characteristic of living things, many disciplines, such
as cybernetics, information theory, artificial intelligence, and cognitive
sciences, have successfully applied this concept to contexts that include
non-living agents, especially in the field of computers and other automatic
machines.
Music interaction, too, can be seen as a communicative process. We understand
communication as the message exchange between a sender and a receiver. As
a result of this process, the message affects the receiver in a certain
way by means of its signification. A message is a sign or a string of signs.
After being formulated by the sender the message is encoded and transmitted
through a channel and finally decoded by the receiver. Code and channel
are supposed to be shared, totally or in part, by all the agents involved
in a communication process. The entire process is enclosed by another component,
the context, which plays an important role in the way the message is formulated
and understood. Although this model may look static, the context forces
the communication system to behave in a dynamic way (Figure 1).
One can clearly notice a direction in the communication process which goes
from the sender's formulation of message to the receiver's understanding.
This semiotic flow arises from the movement of cause (formulation) and effect
(understanding) of the signs (message) that are being transmitted. Interaction
is a particular case of communication where the semiosic process is not
unidirectional but can virtually happen in and from the direction of each
involved agent. That is, to each message that is received, a new response
is elaborated by the receiver and sent back to the sender of the message.
More importantly, this response will influence the sender's further actions.
It establishes a process that goes beyond the duality cause/effect, and
creates a continuous growing of signs. This question of directness is extremely
important because it implies that the agents are constantly exchanging their
roles of sender and receiver, and are, therefore equally affected by the
whole communication process.

Figure 1: General diagram of communication.
The study of the communication process and its agents is part of the
subject of semiotics, or general theory of signs. Although each of the components
in the communication process (sender, receiver, message, code, channel,
and context) is important to the semiotic investigation, its focal point
remains on the action of signs, or semiosis, that makes possible this process.
The subject matter of semiotics, it is often credited, is the exchange of
any messages whatsoever -- in a word, communication. To this must at once
be added that semiotics is also focally concerned with the study of signification
(Sebeok, 1991: 13) .
As a communication process involving such things as representation, signification,
and interpretation, music interaction can be analyzed with the help of semiotic
theories. Thus, a semiotic view of interaction in a musical context can
help composers, performers, listeners, and soft/hardware designers in the
development of interactive music systems.
3 - THE TRIADIC THOUGHT
Semiotics, as it is used here, is related to the "doctrine of signs"
established by Charles Sanders Peirce, instead of the concept of semiology
originated from Ferdinand Saussure's (Saussure, 1949) thought. While semiology
takes linguistics as its foundation, Peirce's semiotics has its more general
and abstract point of departure in philosophy. According to Peirce, semiotics
is only another name for Logic (CP 2.227) .
Peirce's theory is based on triadic relations that can be related to any
and all phenomena. Despite the complexity of relations that this triadic
thought involves, for the purpose of this work, one can summarize these
logical categories as follows :
The first of Peirce's categories is related to the "being of positive
qualitative possibility" (CP 1.418). It comprises the qualities of
a phenomenon, like redness or goodness. They are not the phenomenon itself,
but once there is a phenomenon there is such a quality. They are units,
mere possibility of being. Peirce calls this first category firstness.
These vague and potential qualities merge into one another (not without
losing their particularities) to become a more general phenomenon, the actual
facts. It is related to the second Piercean category and comprises our experience
and all things that happen in time and space. In Peirce's terminology it
is called secondness is and it does not represent a mere possibility, but
existence.
Peirce's cosmology also encompasses the idea that things evolve from chance
and freedom (firstness) to regularities (secondness). Regularity and existence
tend to become habit, law. This process leads to what Peirce calls thirdness,
the category of generality, process and thought. Any general phenomenon
like a thought, a law, or a concept, is not a quality for a quality is "eternal,
independent of time and of any realization" neither is it a fact because,
since it is general, it refers to "all possible things, and not merely
to those which happen to exist" (CP 1.420).
It is important to notice that firstness, secondness and thirdness are not
discrete categories since they occur as a continuos flow, qualities generating
facts, and facts generating habits or laws. The following table summarizes
the triadic relations among the three Peircean categories:

Table 1: Relations among Firstness, Secondness and Thirdness.
4- DYNAMICS OF INTERACTION
Interaction is a reflexive process. The actions performed by each interactive
agent do not only determine the system's responses, but are also influenced
by those responses. Interaction works as a functional loop where each action
acquires its meaning in function of other co-related actions. It implies
a constant exercise of adaptation to contextual situations. Each involved
agent must assimilate and accommodate itself to the environment. The way
the agents react and adapt themselves to the context will determine the
kind of interaction they will perform. Basically we can distinguish three
general kinds of interaction:
1 - Competitive Interaction: The agents do not act as partners and
may not share the same goal. Generally, in this situation, the success of
one agent's action, implies the failure of another. This situation can be
observed in different contexts like economics, evolution, and board games
like chess.
2 - Cooperative Interaction: The success of one agent in reaching
a goal implies the success of other agents. The cooperative agents share
the same goals and act in collaboration over a period of time. Examples
could be a teaching situation or the enactment of a theater play. Most of
this paper is concerned with this kind of interaction.
3 - Symbiotic Interaction: The agents have different goals but they
act in association and share the same context. The nature provides many
examples of species that live in symbiotic interaction. For Example, some
cellulose-eating animals, like the horse and the cow, have bacteria living
in their stomachs that help in digesting their food. In exchange, the bacteria
receive their food from them.
It is worth noting that an interactive system that clearly fits into one
of the above categories in relation to its global behavior, can have its
subsystems acting locally in a different way. For example, a big band performing
jazz can be seen as a good example of cooperative interaction in a global
level while the confrontation between two musicians in a solo-improvising
section can be locally characterized as a competitive interaction.
From the view that interaction is a reflexive kind of communication process,
it is possible to say that most of the communication processes involving
multiple agents (be it living beings or machines) involve some level of
interaction. Therefore, what should be the basic point in the study of interaction
is not the delimitation of a boundary between interactive and non-interactive
processes, but the analysis of interaction in terms of degree over a large
and continuous range.
In one direction of this continuum, interaction tends to be developed in
a steady manner which is extremely restricted by the system's configuration
and exhibits low capacity of adaptation to context transformations. This
kind of static interaction is typical of situations where the goals and
actions to be performed are strictly defined and likely characteristic of
machine-based systems. In the other direction, the interaction tends to
be sensitive and adaptive to context fluctuations that may demand reasonably
elaborated cognitive skills from the involved agents. It leads to a more
dynamic interaction that is characteristic of situations which involve human
or other natural agents and whose goals cannot be completely defined in
advance.
Dynamic interaction does not occur only in human context, nor is static
interaction restricted to machine systems. In fact, human interactive processes
can become closer to machine interactive processes if the human agents have
to work under extremely rigid ruled contexts (people making hamburgers in
a McDonald's kitchen, for example). In the same way, machines can simulate
human behavior, as in the case of systems where some artificial intelligence
techniques are applied (for instance, a computer running a neural network
based program).
Table 2: According to its characteristics interactive processes can
tend to be dynamic or static.
The differences among systems that involve only humans, only machines, or
that comprise the action of both, might be understood in terms of degree
instead of opposition. Most of their characteristics are not exclusive but,
rather, complementary. Thus, they may be seen as tendencies to one or another
aspect in a continuum rather than opposite categories. In our specific case,
we are particularly interested in human-computer interaction and the way
these systems can be designed to exhibit the desirable characteristics that
can be found in machine or human interactive systems. Table 2 summarizes
some characteristics of dynamic and static interaction.
5 - HUMAN-COMPUTER INTERACTION
Interaction occurs in a communication context when multiple agents are able
to perform or take part in one action over one object. For instance, during
a dialogue two individuals (agents) express themselves by formulating their
opinion (action) in the form of speech. It is important to notice that not
only the agents are affected during this process but also the subject of
discussion (object) undergoes transformation as the agents reflect upon
it.
Generally speaking, a very simple interactive computer music system presupposes
the existence of at least two agents: the human and the computer. To achieve
a fully cooperative and dynamic interaction these agents may act in accordance
to cause a change in the present or future states of a certain object (Figure
2).

Figure 2: Human-computer interactive system.
The agents may know about two aspects of the system:
1- State of the object: An interactive system must allow the agents
to have access to information about the state of the object(s) they are
acting upon. It is especially important to permit dialogue between the agents
concerning which actions they will decide to take. This information is not
only related to the present state of the object(s). The agents may also
have a 'memory' of previous states and predict further states. In order
to achieve a high degree of interaction, each action should be based on
knowledge about previous states of the object and should influence the actions
that may happen in the future (feedback).
Both the human and the computer agents have specific capabilities when working
on a task; these capabilities may not be overstepped. Most of the time,
the computer seeks for a specific type of information and will not perform
operations in a desirable way when fed with unexpected data. Warnings and
error messages are common tools the machine uses to prevent these situations.
The agents' capabilities determine the kind of action they are able to perform
as well as the kind of knowledge they must have access. For example, in
a system where a computer adds a fifth to each note of a melody it receives
as an input, the computer does not need to know much about the music that
is going on. All it needs to know is when each note is played, its velocity,
its pitch, and when it ends. On the other hand, if the computer provides
a harmonic basis to this melody, it is fundamental that the computer has
access to a wider knowledge about the object states. Since each chord in
a harmonic context is strongly related to previous chords as well as to
the possible chords that could come later, the computer must be able to
access a memory of past events, characterize the context where these events
have happened, and predict future states.
2- Behavior of the system: Agents in an interactive computer music
system may also have knowledge of the global system behavior. They must
coordinate their actions in a way that they can act as partners instead
of unrelated agents. Thus, it is necessary to establish a "common ground"
(Laurel, 1993) , a sign-space shared by all the involved agents during their
interaction. This common ground includes a mutual knowledge (usually incomplete)
as well as beliefs and suppositions about the components and the processes
involved in the interaction. One can say that common ground in a interactive
music system involves knowledge about:
In general, this mutual knowledge cannot be seen as a finite set of pre-given
information since interactive systems behave in a dynamic way due to the
successive recursions and transformations which occur during interaction.
For this reason, one can say that a common ground is not only necessary
to establish a cooperative interaction but is also a product of the interaction.
Different agents - for instance, human and computer - have different knowledge
about the system, and they also might use different signs and representational
contexts to work on the same object, even if they share a common ground.
In fact, each agent has only partial access to the system's information.
In a musical interactive system, man and computer can be working on the
same set of relations among pitches for example, but they will process this
information through different representational contexts.
The internal operations executed by a computer are related to sign contexts
which can exhibit a highly developed grammatical structure but any apparent
connection to meaningful things. "A digital computer [...] operates
only on the physical form of the symbols it computes; it has no access to
their semantic value" (Varela, Thompson, & Rosch, 1991: 41) . A
sequence of bits can be used to represent virtually any object. The semiotic
connection between computational symbols and the objects these symbols stand
for, is made through software and interfaces. Alternatively, the user operates
with signs that point to their objects and relations among objects in a
much more direct way. These operations include not only the grammatical
level (structure and organization) but also higher semiotic levels that
involve meaning, though, and contextualization (language) .
In a interactive music system, despite the difference between computer's
symbolic language and performer's gestures, both computer and performer
may refer to the same kind of sound object. To share information as well
as actions over this object, it is necessary that there exists a kind of
agent of mediation. Thus, they must have an efficient interface to mediate
their interaction. The interface creates representations of the objects
and context involved in the process. Moreover, the interface can be able
to show object and context changes and thus it can lead to more elaborated
representations about the behavior of the system as a whole or about some
part of it. Figure 3 shows a more complete diagram of a human-computer interactive
system.

Figure 3: Human-computer interactive system.
6 - INTERACTION AS SEMIOSIS
Interactive systems can be thought of as semiotic machines. They have a
large capacity for sign generation, and signs tend to generate semiosis,
the process of action of signs. According to Peirce, a sign generates another
sign that generates another sign in a continuous chain. Here we should take
a look at Peirce's sign definition:
A sign or representamen, is something which stands to somebody for something
in some respect or capacity. It addresses somebody, that it creates in the
mind of that person an equivalent sign, or perhaps a more developed sign.
I call the interpretant of the first sign. The sign stands for something,
its object. It stands for the object, not in every respect, but in reference
to a sort of idea, which I have sometimes called the ground of the representamen
(CP 2.228)
This triadic relation between sign (first), object (second) and interpretant
(third) can be represented thus:

Figure 4: The triadic relations among sign, object and interpretant.
But the interpretant is itself a sign that also stands for an object
(its previous sign or the relation between its previous sign and object)
and generates another interpretant that can again become a new sign. Unless
this process of creation stops for some reason, it may continue in two directions:
it can evolve into new and even more complex signs or, when the fonts of
novelty are used up, the interpretant tends to orbit around the same kind
of signs.
In creation, and especially in artistic creation, the 'language management'
to maintain the equilibrium between the generation of new ideas and the
stabilization around an area of attraction is decisive. The emergence of
a poem or a symphony appears from successive interactions in a sign space
at different hierarchical levels. One way of viewing the work of a writer
or a composer is that they create contexts where signs can grow. For example,
a simple melodic fragment that is repeated insistently loses its interest
after a few repetitions. It works as a rupture in the semiosic chain. To
maintain its growth a sign needs to be put against other signs. Of course,
one can consider cases where the exhaustive repetition serves as fount of
novelty, as in the minimalist music. However, in these cases the interest
lays much more in the processes that are going on under the repetitive structures
or in the relations between the repeated material and the contextual transformations
than in the recurrent elements by themselves. A simple, but splendid, example
of this situation is drawn on a single phrase in Gertrude Stein's book,
The World is Round (Stein, 1986) : "ROSE IS A ROSE IS A ROSE".
Here, the author explores the potentiality of rhythm and sonority of the
repeated words and, at the same time, draws attention to the multiplicity
of meanings embodied in the recursive phrase.
In semiotic terms, one can say that the traditional composer's role in western
music is to manage in actual pieces the development of this process of semiosis.
But in this traditional sense, once the composer's work ends and the piece
is finished, it does not mean that this particular piece loses its sign-generative
capacity: as a complex system of signs a piece of music is always pointing
up to new interpretants. It is only the composer who may lose the possibility
of interfering in the process. After being created, an art-work gets a kind
of semiotic autonomy. It is like a ship on the sea: if it is consistent
and the environment is adequate, it navigates through the semiotic space;
but if it is weak or the context is hostile, it cannot go much farther and,
unless a big change takes place, it will probably sink.
Music, like any other sign or system of signs, can only survive by remaining
open to the flow of signification. An interactive system can be seen as
an auxiliary medium that enables the use of contextual information as growth
material. Unlike traditional totally pre-composed music, interactive music
can make use of the internal and external processes that are going on during
the performance as part of the elements which react in the musical composition.
Emphasizing the interactive role in music also represents a shift from the
emphasis on compositional processes which has been imposed by electroacoustic
music some forty years ago, to the performance .
7 - INTERACTIVE MUSIC SYSTEMS
Cooperative interaction has always been present in music and its analysis
may be related both to traditional forms of music and to computer music.
In the first case, the concept of interaction is closely associated to the
choices the player or the singer can take during the performance. In this
context, the role of interaction can range from very expressive, as in the
case of improvisational music, to very slight, as in the music which the
performer must follow the directions previously established by a score.
In the case of computer music indeed, the concept of interaction acquires
a new role that can be analyzed in the light of semiotics theories.
As Robert Rowe has said, "Interactive computer music systems are those
whose behavior changes in response to musical input" (Rowe, 1993: 1)
. To reach this kind of responsiveness it is necessary to provide the system
with an efficient algorithm to respond
to a performer in a complex, not entirely predictable way, adding information
to what a performer specifies and providing cues to the performer for further
actions (Chadabe, 1989: 144) .
In this sense, the interactive system would be able to:
Music interaction operates in a continuum and is a question of degree. Thus,
it is hard to define any strict boundary between interactive and non-interactive
systems. One can only attempt to define the level of interaction in a specific
system. As we have seen, it may tend to be dynamic when the performers can
significantly interfere in the music context and the computer can deal with
different kinds of input; or it may tend to be static when the performer's
actions are highly pre-defined and the computer is not able to respond to
many different kinds of situations.
Another way of viewing how interactive a system is may be achieved by thinking
of a continuum that "could be evaluated by three variables: frequency
(how often one could interact); range (how many choices are available);
significance (how much the choices really affected matters)" (Laurel,
1993: 20) . The level of interaction based on these variables does not necessarily
show a linear behavior where the increase of the values, would proportionally
result in an increase in the system's level of interaction. Rather, the
system's behavior is more likely a nonlinear one. In fact there are many
ways to arrange these variables to reach a considerable level of interaction.
It is not necessary to have a system where frequency, range and significance
show high values to get highly interactive responses. As Brenda Laurel points
out, to achieve a significant level of interaction one must also "feel
[one]self to be participating in the ongoing action of representation"
(Laurel, 1993: 21) . To interfere in the process may not be enough to make
the performer a participating agent. Interaction is highly context-dependent
and if the system cannot respond to significant aspects of each particular
music state, it will be hard to feel that an interactive process is going
on.
As an example, we can think of an interactive system which allows a musician
to play some pitches on a MIDI keyboard to which the computer responds with
some sort of "accompaniment". Although the computer's output can
be very dependent on the pitches produced by the performer, the system's
response can sound completely random and non-interactive, depending on the
established rules (which can, of course, be random, as well). Let's call
this program "InAtt" (Interaction-Attempt). To each MIDI-note
InAtt receives from the keyboard, it generates a new note based on some
pre-established transforming function. Let's say that InAtt also takes the
MIDI-velocity values of each note to calculate a proportionally inverted
output delay. In this case, soft pitches will lead to longer delay responses
than louder pitches. Figure 5 shows a possible implementation of this idea
in a MAX environment. The MAX object named 'table A' implements the transforming
function and the patch 'p invert' determines the response delay.

Figure 5: Detail of an implementation of InAtt in a MAX environment.
The evaluation of InAtt's interaction level can lead to two quite opposite
values depending on the music context. In a first case, a composition can
demand the performer to play some fast sequences of pitches chosen from
a diatonic scale in a very soft way. Because InAtt produces long delays
to soft sounds, the computer will respond to the performer's input with
a considerable delay making it difficult to perceive any connection between
the performer's stimulus and the computer's response. Although the result
is completely dependent on both performer's and computer's actions, the
system's response cannot be considered as a satisfactory interactive process.
The output response will sound completely random and the relation between
performer's and computer's actions will be very weak. To frame an interactive
situation, the computer should be able to respond immediately to the performer's
actions in a way that those actions influence the future development of
the music process.
If we consider a second case where the performer has to play loud pitches
taking a long delay between each note, the result would be completely different.
Each note played by the performer will be immediately followed by a note
played by the computer. The performer's input would work as a kind of appogiatura
to the computer notes, and the relation between the performer's actions
and the computer's response would be quite clear. If compared to the previous
example, in this context InAtt shows a much more interactive behavior (Table
3).

Table 3: The level of interaction in a system can vary according to the
performed actions and context.
8 - A TRIADIC VIEW
Interactive computer music systems involve three different semiotic levels:
musical agents, structure, and organization. These three levels would correspond
to the general logic categories, firstness, secondness, and thirdness, established
by C. S. Peirce (see section 3).
The first level of an interactive system comprises the individual elements
which compose the system's universe. It is much like the concept of agents
introduced by Marvin Minsky in his book The Society of Mind (1986) . Elements
or agents hold specific characteristics and qualities and are able to perform
defined actions. This level is related to the elements that compose the
system, but not to the relations that exist among those elements. Therefore,
it does not give any information about how the system works. It only reflects
the system's possibilities. The second level, or structure emerges from
the relation among those elements or agents and encompasses the interaction
between parts of the system and its interfaces. It reflects the system's
actuality. Organization, as the third level, "signifies those relations
that must be present in order for something to exist" (Maturana &
Varela, 1987: 42) . The term organization is taken here in a broad sense
of general laws which guide the creation, use, and understanding of signs.
It is related to the way agents manipulate the signs that take part in the
interaction and involves the rules that operate on the system in different
hierarchical levels. Operating on the system's elements and its relations,
this level implies the notion of grammar and language and, thus, reflects
the system's potentialities.
As an example, we can define these three levels for the previous program
InAtt. The structure is composed by two agents, a performer and a computer/software
agent. They both perform distinct roles in the interactive process. Besides
being able to play different notes on a MIDI-keyboard the performer can
also make decisions about these notes concerning pitch, velocity, and tempo.
He also listens to and evaluates the computer's responses. The computer
uses the performer's action to produce its own response. It processes the
performer's input through a pre-defined program and, thus, generates its
own output.
The system has an interface to connect the agents and to transform their
actions into sound objects. This interface is composed by a MIDI-keyboard
and MIDI connections. This interface seeks for two different kinds of actions
-- the performer's key strokes on the keyboard and digital signals coming
from the computer -- and it is able to correlate both of them in the same
representational basis.
The structural level involves the relations between the agents and their
actions. This level is designed by a composer that uses the system's agents
to manage the occurrence of real actions. In this example, the structure
is quite simple. The performer's input is used as raw material by the computer
whose program executes a series of transformations over this material and,
finally, outputs a new response (see Figure 5). Both performer's input and
computer's response are translated in sound by the interface.
Organization, as the third level, concerns the system's language and is,
in a musical sense, closely related to composition and music style. It comprises
a set of rules that will guide the agents' behavior. These rules are fixed
regarding the system's possibilities (agents) and internal relations (structure).
The organization is taken in terms of a general law which governs the system's
performance. In terms of our musical example, it could be a set of constraints
about the actions to be executed. These constraints can be specific (play
a major C# chord, loudly and shortly) or general (the length of the piece
is five minutes) but, in any case, it is only by their whole effect that
music arises as a creative work.
As in Peirce's triadic categories, these three levels exhibit a hierarchical
configuration where each of them embodies the previous one. The agents reflect
a mere possibility of the system. As isolated unites they can be seen as
a set of qualities which are independent of any actualization in time. In
Peircean terms, they belong to the firstness. Structure arises from the
relations among these elements and it does not reflect the system's possibilities,
but the way the system actually works. It implies causal reactions such
as "the action A by the agent x produces the response B by the agent
y". Based on concrete actions that happen in time, it belongs to the
secondness. Finally, these actualities make it possible the emergence of
entities semiotically more elaborated. It is related to the field of thoughts
and ideas and, although they can potentially happen at a specific time,
they do not depend upon any particular realization to exist: for example,
a music composition embodies a certain structure and organization into itself
even if it has never been played. Its general and a-temporal properties
reflect its thirdness character (Table 4).

Table 4: Relationship between levels of interaction is a system
and Peirce's triadic categories.
9 - INTERACTIVE FUNCTIONS
Each interactive music system will tend to concentrate its procedures on
operations that can be focused in the generation, transformation, or interpretation
of music data according to which kind of action they perform. These procedures
can be defined by three functions: 1) the detection of context and of the
material the system receives; 2) the processing applied to this material;
and, 3) the elaboration of responses. These three functions are well depicted
in a very similar way by Robert Rowe as part of three interactive stages:
sensing stage, processing stage, and response stage (Rowe, 1993: 9). Most
of the systems which have been developed up to now involve, in some way,
all these three instances, but in general their approach is inclined towards
one of them.
Thus, generative systems are related to the development of creative processes
and are based on the agents' performance. They operate over structural material,
detecting and exploring situations which are nothing more than possibilities
of development. This process occurs in most improvisational music. In jazz,
for example, the musician is given melodic and harmonic structures from
which he may create original solos. The musician has to detect rhythmic
and harmonic situations that will support the creation of solos. The input
of interactive music systems which emphasize generative capacities consists
of 'guidelines' instead of strict scores. The performers (humans or computers)
enjoy some autonomy of action and can develop their own skills with certain
independence from the composer's directions. In this situation the agents
are presented to some kind of structure (a formula, a diagram) which can
be a harmonic sequence or a rhythmic pattern, but not to the data to feed
this structure. Instead of being coded in some kind of score, this data
is conceived by the performers through a generative process of creation.
In another way, a transformative system is directed, not to creation of
new material, but to the re-elaboration of previously conceived music or
music fragments. In this case, the system operates over structured material.
It receives not only formulas but also the data that feeds these formulas.
In other words, it manipulates existent music data pre-established in such
different ways as traditional scores, midi files or recorded sound data.
In fact, in this instance, the system is not strictly creating newness,
but distinguishing and transforming previously elaborated music data. Score
followers programs are basically concentrated on this procedure. They keep
track of input information and, based in previously stored data, they modify,
link, or add new information to the original data.
Finally, in interpretative systems, the main goal is neither to originate
new data nor to modify pre-existent music fragments. This kind of system
aims to establish general relations among music structures by identifying
or organizing music patterns which will rule the music discourse. In the
interpretative level the system recognizes more elaborated structures which
can be found by comparison against previously stored patterns or by detecting
some kind of pattern recurrence in the music. As in a transformative system,
it must be fed with some musical information but, as in a generative system
it can also originate entirely new music data. Being able to detect and
operate over some general aspects that govern a certain piece of music,
these systems frequently are based on artificial intelligence techniques
and their behavior exhibit adaptive or evolutionary characteristics. Generative,
transformative and interpretative instances are closely related to the semiotic
triads drawn in Table 4. Generative stage in concentrated on the development
of the agent's skills and deals with non-temporal information (formulas,
diagrams) to create musical response. Transformative stage deals with existent
music material that is temporally organized. Finally, interpretative stage
works by detecting the occurrence of events which can be taken as general
laws which underlie some aspects of the music, independently of their occurrence
at any specific time in a piece of music (Table 5). Most interactive music
systems currently being developed comprise these three stages, but they
tend to emphasize one of them in their processes.
interaction Generative Transformative Interpretative
material to process formula data pattern
kind of action detects musical context process music material elaborates
music responses
operational level music agents music structure music organization
semiotic correspondence firstness secondness thirdness
Table 5: Functions in interactive music systems and their relation to
semiotic categories.
10 - CONCLUSION
Since computer was introduced as a musical tool some decades ago, one can
observe a tendency towards the production of works which do not require
the collaboration of performers. However, in the last 10 years the development
of new music technologies and efficient interfaces, has brought the collaborations
between performers and computer systems as an important issue. Through interaction,
the use of computers and other digital technologies reintroduces some important
musical characteristics which have been relegated to a secondary plan during
early stages of electroacoustic music. These characteristics are related
to improvisation, contextual adaptation, emphasis on performance, and the
approximation between composition, performance and listening processes.
The study and comprehension of music interaction is a valuable point in
the development o music systems which involve the use of new technologies.
In this sense, a semiotic approach can lead to a better understanding about
the way interaction works and how it would be possible to explore the full
potentialities of interactive systems.
Interactive music systems must operate in a full semiotic range in order
to create conditions for the development of musical creativeness and stimulate
sign growth. The composer of interactive music may pay attention not only
to traditional subjects of music composition, but also to the expansive
semiotic capabilities embodied in interactive processes. The dynamics brought
to music by interaction is not a consequence of changes occurred in the
context of performance or by the introduction of new musical elements. Indeed,
this dynamic is much more related to the formulation of actions (composition
and system design) than to the actions (performance) themselves. Interactive
music systems might be conceived to freely permit the arousal of music signs,
their creative connections and limitless expansion.
Computer music research has been guided towards a technical approach of
music problems since its very beginning. In this paper we tried to raise
some theoretical matters which are usually put aside by the computer music
community. We hope that this attempt to formalize interactive music processes
can help composers, performers, and designers of computer music systems
in the generation of their musical ideas. Indeed, we believe that a better
understanding of interaction would lead to the establishment of a vigorous
relationship process between man and machine in the artistic field.
Acknowledgments:
This paper was written during my visit to CNMAT (Center for New Music and
Audio Technologies), University of California, Berkeley. Part of the research
was made possible by a grant from CNPq, Brazil.
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