About
18
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Introduction
Music Composer, Sound Artist, and Video Game Developer.
Current institution
Education
August 2018 - August 2023
August 2018 - August 2020
September 2014 - December 2016
Publications
Publications (18)
This paper provides a historical survey of gamification concepts and techniques applied to music composition, performance, and listening experiences. It traces the origins back to 18th-century musical dice games before exploring how digital technology enabled new interactive and immersive possibilities pioneered by composers like Xenakis, Tudor, a...
"Ecstasy / Light / Inertia" represents an innovative exploration into the realm of gamified music experiences. Created within a 3D virtual environment, this project incorporates elements of postmodern philosophy, Nordic nature, modernist architecture, and high-fidelity spatial audio technology. It offers a unique mode of engagement with new music t...
Ecstasy / Light / Inertia" is an interactive narrative-driven application that proposes a novel method to experience new music in a gamified setting. It is comprised of a 3d environment that allows navigation and interaction aiming to present a narrative-driven virtual alternative to a traditional concert setting/sound art gallery. "Ecstasy / Light...
In the last decade, blockchain has been established as a transformative technology that is beginning to impact the key sectors of finance, health, energy, administration, and agriculture, among many others. In relation to arts, much of the current research focuses on the problems of the protection, dissemination, and monetization of art and music,...
This study attempts to provide a current report of activism in forms of artistic expression in Latin America within the fields of electroacoustic music and sound art. Given the non-existent dedicated literature documenting related examples in this specific topic, we chose to focus in Mexico and Colombia as case studies for this paper, considering t...
In a contemporary context, works that are highly specific to the artist's life are commonplace in fields such as performance art. However, this approach is only tangentially employed when it comes to artistic applications of music technology. This paper explores the potential of composing electroacoustic music in the form of 'music autoethnographie...
This text presents a compact historical survey of musical borrowing and sound appropriation from medieval chant through the latest digital experiments outside popular music involving extensive use of sampling. It then describes two artistic research projects consisting of a series of pieces that digitally reimagine selected works from the classical...
Video documentation of sound art pieces has been largely used as a way to promote/preserve a work of art displayed in a specific moment and place. In most cases, it attempts to show different aspects of the piece, such as the audience engaging with a particular work. However, it is often overlooked that the interaction documented in this context is...
As location-based digital cultural heritage applications are beginning to be applied outside ‘traditional’ cultural heritage sites, there is an increased need to consider their use amongst people who may be interested in the cultural heritage of a site, but have that interest as a tangential, opportunistic, aspect of their visit. We outline why thi...
As digital cultural heritage applications begin to be deployed outwith ‘traditional’ heritage sites (such as museums, open-air museums or galleries), there is an increased need to consider their use amongst individuals who are open to learning about the heritage of a site, but where that is a clearly secondary purpose of their visit. Parks, recreat...
While good physical health receives more attention, psychological wellbeing is an essential component of a happy existence. An everyday source of psychological wellbeing is the voluntary practice of skilled activities one is good at. Taking musical creation as one such skilled activity, in this work we employ an interaction method to monitor varyin...
The level of engagement of a musician performing on an instrument is related to the degree of satisfaction derived from that activity. With our work, we aim to assist musicians performing live on a new musical instrument, Network of Interactive Sonic Agents (NOISA), by helping them maintain or increase their level of engagement with the activity. T...
We present results of an investigation into the role of season-ality in mobile cultural heritage applications. 45 participants in 26 groups used one of two applications when visiting the Finnish recreational island of Seurasaari. Each provided summer and winter content, but varied in how this was presented. We uncovered how users consider seasonali...
One of the reasons of why some musical instruments more successfully continue their evolution and actively take part in the history of music is partially attributed to the existing compositions made specifically for them, pieces that remain and are still played over a long period of time. This is something we know, performing these compositions kee...
This thesis serves as a written companion for two artistic-based research products built upon the concept of appropriation as connecting bridge between music technology and the classical tradition of music composition. The first artistic work is a set of 9 pieces called "Collages Vol 2", a continuation of a first release meant to be an exploratory...
This paper presents the creation of two music pieces using motivic through-composition techniques applied to a previously presented NIME: a Network of Intelligent Sound Agents. The compositions take advantage of the characteristics of the system, which is designed to monitor, predict and react to the performer's level of engagement. In the set of v...
In this paper we present the new development of a semi-autonomous response module for the NOISA system. NOISA is an interactive music system that predicts performer's engagement levels, learns from the performer, decides what to do and does it at the right moment. As an improvement for the above, we implemented real-time adaptive features that resp...