Content uploaded by Cagri Erdem
Author content
All content in this area was uploaded by Cagri Erdem on May 16, 2024
Content may be subject to copyright.
Available via license: CC BY 4.0
Content may be subject to copyright.
Exploring Musical Agents with Embodied
Perspectives
C¸a˘grı Erdem1,2,3(B
)
1RITMO Centre for Interdisciplinary Studies in Rhythm, Time and Motion,
University of Oslo, Oslo, Norway
cagrie@uio.no
2Department of Informatics, University of Oslo, Oslo, Norway
3Department of Musicology, University of Oslo, Oslo, Norway
Abstract. This chapter presents a retrospective of five interactive sys-
tems I have developed focusing on how machines can respond to body
movement in music performance. In particular, I have been interested
in understanding more about how humans and non-human entities can
share musical control and agency. First, I give an overview of my musi-
cal and aesthetic background in experimental music practice and a less
conventional approach to sound and music control. Then follows a pre-
sentation of embodiment and music cognition theories that informed the
techniques and methods I employed while developing these systems. Then
comes the retrospective section structured around five projects. Bios-
tomp explores the unintentionality of body signals when used for music
interaction. Vrengt demonstrates musical possibilities of sonic microint-
eraction and shared control. RAW seeks unconventional control through
chaos and automation. Playing in the “air” employs deep learning to
map muscle exertions to the sound of an “air” instrument. The audiovi-
sual instrument CAVI uses generative modeling to automate live sound
processing and investigates the varying sense of agency. These projects
show how an artistic–scientific approach can diversify artistic repertoires
of musical artificial intelligence through embodied cognition.
Keywords: Musical Artificial Intelligence ·Multi-Agent Systems ·
Embodied Cognition ·Human-Computer Interaction
1 Introduction
Artificial intelligence (AI) and multi-agent systems (MAS) can already accom-
plish highly complex musical tasks, such as modeling instrumental acoustics
(Damsk¨agg et al., 2019), synthesizing raw audio (Caillon and Esling, 2021),
symbolic music generation (Briot et al., 2020), and generating music from text
prompts (Agostinelli et al., 2023). However, real-time musical interaction with
AI and MAS is still in its infancy. Music performance is a highly embodied
phenomenon, and less is known about how machines can perceive humans as
c
The Author(s) 2024
A. R. Jensenius (Ed.): SSD 2022, CRSM 12, pp. 321–341, 2024.
https://doi.org/10.1007/978-3-031-57892-2_17
322 C¸. Erdem
embodied entities and how humans can communicate with machines with multi-
ple modalities. This chapter presents a retrospective of five interactive systems
I have developed with these questions in mind and focuses on how machines
can respond to body movement. The chapter provides an overview of a multi-
year artistic–scientific exploration, its iterative methodology, and how theories
and methods from the performing arts, computer science, and music cognition
informed each other.
I have been particularly interested in exploring human and non-human enti-
ties controlling sound and music together, which I call shared control.Whatare
the benefits of shared performance control? Following brief introductions of the
key terms, I will begin with an overview of my musical and aesthetic background
in experimental music practice. This is important to understand where these
projects come from. Next is a presentation of embodiment and music cognition
theories that informed the techniques and methods I employed while developing
the systems, clarifying the emphasis on “embodied perspectives” and reflect-
ing on the interdisciplinarity of my entwined artistic–scientific research model.
The retrospective and discussion of the interactive systems I developed based
on five shared control strategies will follow: Biostomp,Vrengt,RAW,Playing
in the “air”,andCAVI. Together, these projects show how applying embodied
cognition theories can help diversify artistic repertoires of musical AI and MAS.
1.1 Musical Agents
In the field of New interfaces for musical expression (NIME), it has been common
to use a variety of machine learning (ML) techniques for action–sound mappings
since the early 1990s (Lee et al., 2021, Jensenius and Lyons, 2017). Over the
last decades, there has been a growing interest in researching musical agents
within the broader field of artificial intelligence (AI) and music (Miranda, 2021).
Agent comes from the Latin agere, meaning “to do” (Russell, 2010). Essentially,
anyone or anything that can act with a purpose can be seen as an agent. For
example, an agent’s sole task might be to recognize the music’s particular rhythm
while others track simple musical patterns, such as repeating pitch intervals
(Minsky, 1981). Such artificial agents are concerned with tackling musical tasks
and are what I call musical agents. They are artificial entities that can perceive a
human performer through sensors, process that information, and act upon their
environment by generating sounds and visuals.
1.2 Embodied Perspective
Musical embodiment is concerned with how the body shapes human musical
experiences. For example, the effort a musician and a listener exert often depends
on the uncertainty of some musical situations, such as technically challenging
tasks. Then, one can use the body to communicate, such as nodding to signal
their bandmate to return to the tune’s main melody. From an enactive perspec-
tive, human perception is shaped by our actions (Schiavio, 2015). The enactivist
approach asserts the living body as the cognitive system. In other words, the
Exploring Musical Agents with Embodied Perspectives 323
regulation and control of cognition as a homeostatic system are determined by
its biological structure (Schiavio and Jaegher, 2017). Thus, cognition can be seen
as the action Varela et al. (1991, p. 172):
By using the term action we mean to emphasize once again that sensory
and motor processes, perception and action, are fundamentally inseparable
in lived cognition. Indeed, the two are not merely contingently linked in
individuals; they have also evolved together.
Since cognition emerges not just through information processing but mainly
from the dynamic interaction between the agent and the environment, the
embodied perspective is concerned with an agent’s percept of receiving input
and processing abilities. More concretely, it questions an agent’s ability to per-
ceive the human body and map percept sequences to actions. Although numerous
examples of interactive AI and MAS exist in the literature, only a few have dealt
with such embodied perspectives.
1.3 Musical Control
In my work, I question the sound and music control—or the lack thereof—in
many interactive music systems. As a noise music artist and improviser, my prac-
tice focuses on techniques and approaches that foster unconventional expression
in music performance. In particular, I have been inspired by John Cage’s (1991)
exploration of nonintention, which led me to ask how machines could be given
more initiative. How can I share the performance control with another musical
agent? An analogy can be two persons playing the same guitar, one exciting the
string while the other modifying the pitch on the fretboard. Technically, these
two entities are agents, regardless of whether they are human or not. If they
practice, they can have reasonable control over the system, which, however, can
be possible if they lower their expectations of what to expect from their actions.
The outcome will always be contingent on the other entity’s influx. One may not
even be able to make a sound if the other does not allow it. That is inherently
different than two agents improvising on their instruments.
2 Artistic Foundation
It is common for experimental musicians to use electronic hardware in unusual
ways. Some tutorials, such as that of Collins and Lonergan (2020), teach, for
example, how to hack household electrical appliances. Still, shorting a handheld
radio’s circuit board to make wizard sounds can be considered “wrong” by many
people. One such “wrong” instrument that could spark off a niche performance
tradition within the experimental music scene is the “no-input mixing board”.
The principle is the same as creating loops between a speaker and a microphone.
It does not require specialized equipment, and any mixing board can be used.
Albeit rare examples of meticulously controlled performances with elaborate rigs,
324 C¸. Erdem
such as Marko Ciciliani’s composition Mask (2001), no-input mixing is known
for its emergent peculiarities (Charrieras and Hochherz, 2016). Performing on a
mixer involves sharing musical initiatives with the tool, hence waving the control
and being dependent on it. According to Locke (1959), actions are performed in
a two-stage temporal sequence. First, possibilities randomly blossom. Then, we
choose one action possibility in the next phase: de-liberation. When we act, what
was previously out of control is now a determined action. In playing instruments
like a no-input mixer, the thought and action processes, hence the decision-
making, are distributed between the player and the tool’s internal dynamics.
Toshimaru Nakamura, states (Paul, 2009):
You shape the feedback into music. It’s very hard to control it. The slight-
est thing can change the sound. It’s unpredictable and uncontrollable,
which makes it challenging. It’s because of the challenges that I play it.
I’m not interested in playing music that has no risk.
The “risk” that Nakamura remarks here implies a preferred uncertainty
rooted in a lack of control. That is unconventional in most traditions of play-
ing a musical instrument. Artistically, however, it enables new approaches to
performance techniques and music technology innovation.
2.1 Feedback
To better understand the concept of feedback, we can develop an analogy
between playing music and driving a boat. The helm of a ship can be seen
as analogous to the control interface of a musical instrument, such as a no-input
mixer mentioned above. The sea is the electrical current circulating in the com-
ponents and becoming sound waves through the speakers. As the captain, you
shift the steering according to the feedback from the environment concerning
waves, winds, and so on. In other words, you continuously evaluate the possibil-
ities, introduce a move, and validate the result before restarting the “loop”.
We see such information-feedback paths in all living systems adapting to their
environment (Kline, 2015), which can be described as an autopoietic organization
Maturana and Varela (1980). Poiesis is Greek for “creation” while auto denotes
“self”. Thus, autopoietic systems consist of self-creating processes (Straussfogel
and von Schilling, 2009), which refers to the recursive interactions between the
components of living organisms, such as proteins, nucleic acids, lipids, etc. That
is a basic understanding of cybernetics (Wiener, 1948), which comes from the
Greek word kubernetes, meaning the helmsman.
The idea of feedback can be traced at least as far back as the beginning
of humankind’s written record. The first premise of today’s rule-based systems
is based on the if...then condition, which can be found in modus ponens of
antiquity. Ctesibius’ water clock (clepsydra c. 250 BC) is considered the first
machine to operate under its control. Fast-forward to the 20th century, Nicolas
Sch¨offer created CYSP 0 & 1 in 1956, human-scale robotic sculptures respon-
sive to changing sound, light, and movement, premiered in a performance with
Exploring Musical Agents with Embodied Perspectives 325
the Maurice Bejart dance company (Shanken et al., 2012). “We are no longer
creating a work; we are creating creation,” remarked Sch¨offer (Whitelaw, 2004),
signaling the artistic paradigm shift. John Cage, Eliane Radigue, Steve Reich,
and David Rosenboom were some of the composers who incorporated feedback
into their music. David Tudor’s Bandoneon! (A Combine) was one of the first
pieces that transformed an entire physical space into a self-oscillating instrument
via acoustic feedback loops (Goldman, 2012). A milestone was the Cybernetic
Serendipity exhibition (1968), which happened with 130 contributors, from com-
posers, artists, and poets, to engineers, scientists, and philosophers (Reichardt,
1968).
2.2 Biofeedback
In cybernetics, a particular topic called biofeedback emerged as a medical tech-
nique that uses electronic devices to measure the physiological processes (Moss,
1999) in the form of visualization or sonification. In the arts, Alvin Lucier’s
1965 piece, Music for Solo Performer, for enormously amplified brain waves and
percussi on, was the first to use electroencephalography (EEG) electrodes on a
performer’s scalp to capture the alpha rhythm of the brain (typically 8–12 Hz).
Following an amplification apparatus created by Edmond Dewan, the amplified
alpha rhythms excited the sounding body of percussion instruments (Straebel
and Thoben, 2014).
In the following years, several other pieces employed biofeedback techniques,
such as John Cage’s Variations V (1965) (Miller, 2001), David Rosenboom’s
Ecology of The Skin (1970) (Rosenboom, 1972), and Stelarc’s Third Hand
(Dixon, 2019). Eventually, the biofeedback paradigm shifted into a new paradigm
of biocontrol in the 1990s (Tanaka and Donnarumma, 2018). One of the first
pieces here was Atau Tanaka’s Kagami, featuring The BioMuse (Lusted and
Knapp, 1988), a “biocontroller” that monitors the electrical activity in the body
in the form of both EEG and electromyography (EMG) (Tanaka, 1993). The
main difference between biofeedback and biocontrol is that the former focuses
on measuring bodily processes regardless of the level of intention or willfulness.
At the same time, the latter aims at deliberate control.
2.3 Biocontrol
Easier access to fast computers allowed a widespread interest in using the human
body as part of musical instruments at the turn of the 21st century. The Myo
sensor was particularly important in making bio signals available to larger groups
of people through its wireless 8-channel EMG armband with a built-in inertial
measurement unit (IMU). Ata Tanaka’s Myogram (2015) is a piece composed for
two Myo armbands and an octophonic sound system, described as “spatial sound
trajectories of neuron spikes projected in the height and depth of the space, with
lateral space divided in the symmetry of the body” (Tanaka and Donnarumma,
2018, p. 13).
326 C¸. Erdem
In addition to bioelectric signals, muscle contractions also produce mechan-
ical vibration, which can be captured as acoustic signals through mechanomyo-
grams (MMG) (Caramiaux et al., 2015). Donnarumma (2011) pioneered “bio-
physical music” using his custom device Xth Sense, which uses an electret
microphone-based armband to capture “muscle sounds”. Donnarumma describes
his experience using such bio-interface as “a relationship of configuration, where
specific properties of the performer’s body and the instrument are interlaced,
reciprocally affecting one another” (Tanaka and Donnarumma, 2018, p. 15).
2.4 Coadaptation
Artist-scholars, such as David Borgo David Borgo Borgo and Kaiser (2010)and
Marco Donnarumma (2016) suggest a mutual configuration with the (technolog-
ical) practice and the environment. The latter actively co-constitutes music with
living bodies and their activities. If your microphone faces the speaker too closely
on a concert stage, creating audible acoustic feedback, you will most likely be
triggered to change the microphone direction spontaneously. This could be seen
as similar to reaching out the hands while falling. According to Chi et al. (2000),
we execute several physiological and biological processes for a single, deliberate
task, most of which are often not deliberate or intentional. In that regard, the
biological signals produced by muscles reflect the in-betweenness of the human
body’s voluntary and autonomic functions.
Over the years, I have performed with several different muscle interfaces. This
includes the MMG- and EMG-based devices I have developed myself, as well as
various commercial products, such as the consumer-grade Myo armband and the
medical-grade Delsys Trigno system (some of these works will be introduced in
later sections). My experience is that using muscle signals for precise control
is challenging. I agree with Tanaka (2000) describing biosignals as “truly living
signals,” which reflect the in-betweenness of the human body’s voluntary and
autonomic functions. The causality flows in one direction when we move toward
a specific goal. Simultaneously, the dynamic interaction with the environment
bestowing the body can flow back via the body’s autonomic responses. In other
words, the bodily experience of the environment feeds back into one’s actions.
Starting from these perspectives, I wanted to explore embodied strategies and
approaches for interacting with non-human musical agents in artistic settings.
2.5 Musical AI and MAS
Embodied perspectives are scarce in the literature on (musical) human–computer
interaction. Literature reviews of artificial intelligence and multi-agent systems
for music, such as those made by Collins (2006) and, more recently, Tatar
and Pasquier (2019), highlight that musical AI & MAS prioritize interaction
based on symbolic audio (e.g., M&Jam Factory by Joel Chadabe and David
Zicarelli (Zicarelli, 1987), Cypher by Rowe (1992), or Band-out-of-a-Box by
Thom (2000)); audio (e.g., Voyager of Lewis (2000), and (FILTER)system
of Nort et al. (2013)); or cognitive/affective systems (e.g., OMax by Dubnov
Exploring Musical Agents with Embodied Perspectives 327
and Assayag (2005), or MASOM by Tatar and Pasquier (2017)). However, body
movement is also integral to musical interaction and a focal point in developing
and performing with new interfaces for musical expression. What is relatively
underexplored is how musical agents can interact with embodied entities, e.g.,
humans, other than merely listening to the sounds of their actions. Rare exam-
ples include Robotic Drumming Prosthesis by Bretan et al. (2016), RoboJam by
(Martin and Torresen, 2018), the multimodal agent architecture proposed by
Camurri and Coglio (1998), and the musical robot swarm of Krzy˙zaniak (2021).
3Embodiment
Embodiment in music interaction essentially refers to actions originating in the
body (Leman et al., 2018). As such, the body is the prime medium for inter-
action. Gesture is a commonly used term to describe meaning-bearing human
actions and has attracted growing attention in music research (Gritten and King,
2006 Godøy and Leman, 2010, Gritten and King, 2011), spanning new musical
interactions (Cadoz and Wanderley, 2000, Jensenius et al., 2010, Tanaka, 2011).
However, the term gesture is overwhelmingly multifaceted and differently used
in the literature (Jensenius, 2014). In the following, I will clarify the term by
dividing it into different levels of body movement, for which using a single term—
gesture—is confusing (see Jensenius and Erdem (2022) for more details).
3.1 Low Level
Using a bottom-up approach, I start with low-level body movement, which refers
to physical phenomena. Such as force, a biomechanical phenomenon that sets the
object in motion, which refers to the physical displacement of the object. Humans
and animals generate voluntary and passive muscular forces to process energy
while interacting with the environment (Uliam et al., 2012). When playing a
musical instrument, all its different parts transmit forces, motion, and energy
from one to another. The experience of playing a musical instrument originates
in the sum of the material properties of the instrument and the features of
interactive human motion. See, for instance, how the upper harmonics vary by
alternating the bow pressure (Motl, 2013), or the amplitude modulation (AM)
in a vibrato effect (Dromey et al., 2009). Physical phenomena like force and
motion and their variations’ influence on the resultant sound can be objectively
measured via several motion capture technologies (Jensenius, 2018).
3.2 Middle Level
Differently from force and motion, (embodied) actions denote intentionally exe-
cuted motion fragments, which are subjective phenomena. Godøy and Leman
(2010) refer to “cognitive units” to describe such chunking of continuous motion
and force. Thus, one can think of the action as mental imagery (Godøy, 2009a).
As long as an action is not communicated intentionally, it does not necessarily
328 C¸. Erdem
Fig. 1. An action, such as hitting a guitar string, is realized through an excitation
phase, which incorporates a prefix and a suffix (Jensenius, 2007, p. 24).
bear a meaning. Hence, I place it in the middle level, between low-level physical
signals and high-level communicative actions. Since this middle level is subjec-
tive, it is impossible to precisely define, for example, the start and endpoints of
an action. Consider the case of hitting a guitar string once. As Godøy (2009b)
suggests, the attack has an excitation phase having a prefix (lifting the arm) and
suffix (moving down) as illustrated in Fig. 1.Fidgeting are the motion parts not
directed by a goal nor intentional or conscious.
Since motion and sound are temporal phenomena, we perceive different fea-
tures in different timescales (Godøy, 2009a). That is a necessity of our cogni-
tive apparatus, for example, in chunking the action segments. Godøy suggests a
three-level grouping:
•Sub-chunk level:Themicro timescale for pitch, loudness and timbral features
(<0.5 s)
•Chunk level:Themeso timescale as well as the timescale for sound-producing
actions (0.5–5 s)—short-term memory
•Supra-chunk level:Themacro timescale for longer contexts (>5 s)—long-term
memory
There are many types of music-related body motion (see Jensenius et al.
(2010), for an overview), but in the following, I will primarily focus on sound-
producin g actions. Cadoz (1988) suggested that these can be subdivided into
excitation actions, such as right-hand guitar fingering, and modification actions,
such as left-hand pitch modifications. As depicted in Fig. 2, excitation actions
can be divided further into the three main categories proposed by Schaeffer
(1966) and presented by Godøy (2006):
•Impulsive: A fast attack resulting from a discontinuous energy transfer (e.g.,
percussion or plucked instruments).
•Sustained: A more gradual onset and continuously evolving sound due to a
continuous energy transfer (e.g., bowed instruments).
•Iterative: Successive attacks resulting from a series of discontinuous energy
transfers.
Identifying the excitation phase can be relatively straightforward when deal-
ing with a single impulsive action but becomes highly complex when combining
Exploring Musical Agents with Embodied Perspectives 329
Fig. 2. An illustration of three categories for the main action and sound
energy envelopes resulting from different sound-producing action types (Jensenius,
2007, p. 26). The dotted lines correspond to the duration of contact during the excita-
tion phase.
multiple actions. Such action series can be seen as a form of coarticulation,the
merging of individual actions into larger shapes (Godøy, 2013). Analyzing such
action shapes can be challenging from an empirical point of view, particularly
segmentation of motion capture recordings for motion–sound analysis.
3.3 High Level
Gestures are actions with an associated high-level communicative meaning. The
meaning-bearing aspect of gestures has been studied in linguistics: “Gestures
exhibit images that cannot always be expressed in speech [...] With these
kinds of gestures, people unwittingly display their inner thoughts” according
to McNeill (1992, p. 12), emphasizing that bodily gestures are essential to com-
munication.
In music, the word gesture is often used synonymously with both motion
and action. However, the challenge is to define the musical gesture in a way that
covers both motion-related definitions and sonic properties, such as the sound
shapes presented by Smalley (1997). The threefold grouping presented in this
section provides an embodied perspective on such different levels and definitions
of musical gesture.
4 Retrospective
In this section, I present an overview of some of my interactive music systems:
1. Biostomp: a muscle-based motorized audio effects controller that explores the
boundaries between control and the lack thereof (Erdem et al., 2017)
2. Vrengt: an interactive dance piece in which two performers share the control
of the system (Erdem et al., 2019)
330 C¸. Erdem
3. RAW : a muscle-based instrument exploring a chaotic behavior in control and
automatized ensemble interaction (Erdem and Jensenius, 2020)
4. Playing in the “air”: a predictive action–sound model using deep learning
based on a custom dataset collected throughout a series of laboratory exper-
iments (Erdem et al., 2020)
5. CAVI : an agent-based interactive system using a generative model trained
on the data collected in the previous study (Erdem et al., 2022)
Since each system has been described elsewhere, I will breeze through their
implementations and focus on details about control structures and sonic design.
4.1 Biostomp
Biostomp is an interface that lets the performer use muscle contractions to con-
trol audio effects parameters in live performance situations (a video playlist is
available at https://youtu.be/cgnns9z-Nl4). Unlike wearable integrated motion
units (IMUs) that measure three-dimensional motion, muscle contractions do
not always happen intentionally, which is typical of most biological processes.
That can be challenging when using muscles for control. On the other hand,
biological idiosyncrasies can also be used creatively in music, similar to how
musicians benefit from nature’s indeterminacy (Borgo, 2005, Cantrell, 2007).
Biostomp relies on the mechanomyogram (MMG), which denotes low-
frequency mechano-acoustic signals generated by contractions in muscle fibers
(Watakabe et al., 2001). MMG is the signal resulting from contracting a mus-
cle and can be captured via electret condenser microphones worn on the body
part, such as limbs, in the case of Biostomp. When recording audio signals from
“inside” of the body, these recordings include multiple bodily “sounds,” such as
blood flow and heart rate.
Direct transmission of biologically-occurring muscle signals was the primary
design consideration for Biostomp. It was designed as a self-contained system
and avoided any complex mapping and sound design. Instead, it is based on a
one-to-one mapping between the MMG amplitude and a motorized headpiece
designed to be hooked on potentiometers. The performer then decides which
audio effects to control.
The variety of playing modes of Biostomp depends on the effects type and
the variable signal intensity (“predictability”). In the user study, I observed
how different users reacted to different combinations of control and effects. For
example, there is a drastic difference in controllability between dynamic (e.g.,
overdrive) and time-based (e.g., delay) effects. Several users were positive about
the system’s surprising and less controllable aspects. Nevertheless, most reported
that it became more predictable after practicing for some time, which may or
may not be favorable. I will return to this aspect later since predictability and
user reactions are fundamental commonalities among the five interactive systems
being presented.
Exploring Musical Agents with Embodied Perspectives 331
4.2 Vrengt
Vrengt (Norwegian for “inside-out”) is an interactive system that allows a dancer
and a musician to control the same sound and music parameters in the inter-
active system (a video teaser is available at https://youtu.be/vXJ0l9Q68nc). It
was designed through a recursive process: capturing and sonifying the dancer’s
(micro)motion and the shared control of the sonification parameters, which, in
turn, affected the dancer’s motion. The idea was to work on sonic microinterac-
tion, an interaction mode common in acoustic instruments but rarely found in
interactive systems (Jensenius, 2017).
In Vrengt, I used muscle sensing through electromyograms (EMG), the sig-
nal that puts the muscles in motion. Tanaka (2015) describes EMG as capturing
the intention to move. It is a bioelectric signal that captures human micromo-
tion indirectly as this level of interaction does not always result in overt body
movements (Tanaka, 2015, Jensenius et al., 2017). EMG often reports small or
non-visible motion akin to consciously executed actions and automatic body
processes (Ortiz et al., 2011). As for the specific sensor device, we chose to work
with the (at the time) commercially available Myo armband.
The second interaction method employed in Vrengt was capturing the
dancer’s breathing through a wireless audio signal. Breathing is fascinating in
that it is mostly involuntary and unconscious but can also be voluntary and
conscious. We preferred using audio over a wireless headset microphone so that
the dancer could create acoustic feedback loops by changing her proximity to
the speakers on the stage. In doing so, breathing was also used as an aesthetic
element. Since the dancer’s position on stage influenced the produced sound, the
physical space became an integral part of the performance. This was particu-
larly effective in the piece’s opening when the dancer was blindfolded for artistic
purposes. Then, she had to rely on the auditory feedback from the system to
orient herself.
Sonification was a core method used in the sound design of Vrengt,whichgave
the dancer a direct and immediate sonic response. Sonification is often seen as
an objective approach to representing data through sound (Hermann and Hunt,
2011). However, in our context, sonification was not the end goal. Instead, we
used sonification as part of the creative process.
Drawing on our perceptual and cognitive capacity regarding the link between
sounds and sound resources, what Godøy (2001) describe as mental imagery,
we focused on two techniques in the sound design: (1) Physics-based synthe-
sis of everyday sounds and (2) abstract techniques. In doing so, we could also
explore the dancer’s sensations concerning the sound synthesis techniques’ sonic
imagery and mappings. As for abstract techniques, we explored waveshape dis-
tortion, ring modulation, and exponential frequency modulation. According to
the dancer, while physics-based sounds evoked more straightforward imagery,
abstract techniques for sound synthesis resembled shapes that she could “fill
with any image you want”.
We decided to work with fixed mappings in Vrengt. This was decided early
on to accommodate that two human performers would share the control of the
332 C¸. Erdem
system. The dancer’s incoming sensor and audio data were processed and inter-
preted in real-time by the musician, who used knobs and faders on a MIDI con-
troller (Fig. 3). This way, both performers could experience the other’s agency.
Both performers perceived this as inspiring and fuelled further implementation
of artificial agents.
Fig. 3. The setup for the final collaborative performance, showing the levels of connec-
tion between performers and instruments (Erdem et al., 2019).
4.3 RAW
The name of RAW comes from the system’s primary distinctive property, using
raw bioelectric muscle signals (EMG) at the audio rate (a video teaser is available
at https://youtu.be/ --dzA5pl9k). This was inspired by Myogram by Tanaka
(Tanaka and Donnarumma, 2018), which uses a direct audification of EMG sig-
nals. RAW uses two Myo armbands, one on each forearm. Four EMG channels
(two per forearm) are buffered every quarter of a second, which is then converted
to an audible level by increasing the frequency via a time-scaled sawtooth sig-
nal. In doing so, the inherent noise of the raw signal is also frequency-shifted,
thus creating a quite noisy high-frequency layer in the audible spectra, requiring
filtering. This is where the performer can start being creative as a composer. For
example, speeding up the signal to extreme values introduces glitches reminding
of well-known electronic music textures, similar to those of Ryoji Ikeda (Emmer-
son and Landy, 2016).
Two channels of EMG per forearm are sonified, corresponding to extensor
and flexor muscle groups. This provides four drone sound channels, controlled by
each wrist’s extension and flexion. Other poses, such as ulnar or radial deviation,
open or closed hands, and neutral poses, create different combinations. One can
imagine such a scenario as mixing four audio channels using faders on a mixing
Exploring Musical Agents with Embodied Perspectives 333
board. This approach can be awe-inspiring, but requiring a multi-channel sound
system limits its applicability in different ensemble settings. Therefore, I explored
several algorithmic approaches for generating control signals.
In the control part of RAW, I used multiple feature extractors simultaneously.
First, amplitude envelopes were extracted as the continuous EMG signal’s root
mean square (RMS). For more precise actions, such as event triggering, I used
the IMU data, particularly the jerk, the rate of change of the acceleration. In
air performance, where the performer can move in any direction, the relativity
of jerk-based excitation may not always be favorable. Therefore, I trained a
support vector machine (SVM) classifier to recognize pinch grips, which I use
for triggering purposes. Such gesture recognition helps when performing based
on muscle signals for more precision-requiring actions.
A second control part was based on chaotic attractors, such as H´enon-and-
Heiles or Lorenz systems, to create melodic motives. The EMG was pitch-shifted
at the audio sample rate using additional oscillators. When using a pinch grip,
the SVM model can recognize and draw a new set of points on the orbit, where
each point refers to a frequency. Although the new frequency may sound random
compared to the previous one, it converges into a melodic line. In practice, that
does not always work as expected. For example, if the interval between two
points is too long, it never converges to a globally familiar pattern. However, the
interval can become too repetitive if it is too short.
A third control part was based on two multi-layer perceptron (MLP) artificial
neural networks (ANNs). They can be used both in pre-trained mode or in online
training mode. The networks were used with a simple gamification strategy. Each
ANN mapped eight EMG channels of one armband to a point in an XY plane,
of which both axes were mapped into an oscillator parameter. The goal of the
“game” is to make two points meet so that a new random event is triggered. As
a performer, this is one of the fascinating features of the system.
RAW is based on real-time audio analyses for automated ensemble inter-
action. Real-time audio analysis is challenging at many levels, particularly in
free improvisation settings. The solution was to use an adaptive algorithm and
limit the system’s scope to rhythm-related tracking using mainly spectral flux
and dynamics-tracking using envelope-following. The system also incorporates
an effects outboard with a selection of time-based processing modules. These
can be employed for live sound processing, producing highly efficient duo per-
formance results. However, in bigger ensembles, such processing can introduce
too much ambiguity.
4.4 Playing in the “Air”
Later versions of RAW inspired a new project on guitar ergomimesis. Magnusson
(2019, p. 36) suggests this term for mimicking the ergon, Greek for work or func-
tion. Thus, ergomimesis denotes carrying out the function and the incorporated
working memory, ergogenetic memory, from one context or domain into another.
I began from an “air guitar” perspective, although the aim was never to mimic
the guitar in the air. Instead, I wanted to employ the embodied knowledge of
334 C¸. Erdem
playing the guitar and use these possibilities and constraints in constructing a
new instrument.
The first part of the project involved a controlled experiment in a laboratory
context. A total of 36 participants performed tasks based on guitar-like versions
of each of the three basic sound-producing action types proposed by Schaef-
fer (1966): impulsive, iterative, and sustained. Analyses of the motion capture,
EMG, and sound data from the experiment showed explicit action–sound cor-
respondences compatible with theories of embodied music cognition (Erdem et
al., 2020, p. 15).
Following the empirical exploration of how biomechanical energy transforms
into sound, we used these transformations as part of a machine learning frame-
work based on Long Short-Term Memory (LSTM) networks and compared nine
model configurations. The aim was to determine how much latency these mod-
els would be subject to when used as a musical instrument (Erdem et al.,
2020, p. 30). Our results showed that the models could predict audio energy
features of free improvisations on the guitar, relying on an EMG dataset of three
distinct motion types (a video is available at http://bit.ly/air guitar smc). Our
modeling approach provided empirical support for the embodied music cognition
theory.
4.5 CAVI
The inspiration for CAVI came from the concepts of emergent coordination
(Knoblich et al., 2011), collaborative emergence (Sawyer and DeZutter, 2009),
and temporal (un)predictability (Haggard et al., 2002). Following the consider-
able latency of the trained models, I focused on generative modeling. Instead
of a discriminative supervised model, I used a recurrent neural network (RNN)
combined with a mixture density network (MDN) layer (Bishop, 1994). This
MDRNN model continuously tracked the data streamed from a Myo armband
worn on the right forearm of the performer and generated new electromyogram
(EMG) and acceleration data.
One interesting question is whether coordination or joint action can emerge
between a performer and a musical agent that somewhat simulates the per-
former’s likely actions using generative predictions. To explore that, CAVI con-
tinuously tracks the performer’s motion input, consisting of 4-channel EMG and
3-channel ACC signals, and generates what will likely come next. In brief, CAVI
generates control signals solely based on the performer’s excitation actions. The
generated data were used as control signals mapped to digital audio effects mod-
ule parameters. This could be seen as playing the electric guitar through some
effects pedals while someone else is tweaking the knobs of the devices.
CAVI ’s effects modules rely on time-based sound manipulation, such as delay,
time-stretch, and stutter. The jerk of the generated acceleration data triggers
the sequencer steps, functioning as a matrix that routes the effects and sends &
returns. The generated EMG data (corresponding to the same flexion and exten-
sion muscle groups similar to previous projects) is mapped to effects parameters.
The real-time analysis modules track the musician’s dry audio input and adjust
Exploring Musical Agents with Embodied Perspectives 335
the parameters according to pre-defined thresholds. These machine listening
agents include trackers of onsets and spectral flux. For example, if the performer
plays impulsive notes, CAVI increases the reverb time drastically, becoming a
drone-like continuous sound. If the performer plays loudly, the system decides
about its dynamics based on the particular action type of the performer (A video
is available at https://youtu.be/kmYEEEnjm0s).
CAVI is an audiovisual instrument not only for aesthetic reasons but also to
avoid potential causality ambiguities. The design presents CAVI as an uncom-
pleted, creepy but cute creature with only legs that are too small for its body,
no arms, a tiny mouth, and a big eye (Fig.4). In real-time animation, the body
contracts but does not make full-body gestures. Instead, the eye blinks from
time to time when CAVI triggers a new event, opens wide when the density of
low frequencies increases or stays calm according to the overall energy levels of
sound.
Fig. 4. A still image from the performance piece “Me & My Musical AI ‘Toddler”,
recorded for the online NIME 2022 conference. The performance setup comprised the
author, CAVI, and, in addition, six self-playing guitars (Photo: Adrian Axel).
5 Discussion
From playing acoustic instruments to performing with computers, my journey
illuminated a gap: the intimate, embodied experience of the former seemed
absent in the latter. The intrigue around translating the sensation of effort—
an inherent yet elusive aspect of human experience—to computational systems
drove me to explore embodied music cognition theories. Rolf Inge Godøy’s
336 C¸. Erdem
decades-long work on shape cognition (Godøy, 2019) grounded my approach,
enabling systematic analysis and fostering innovation in music technologies.
Employing muscle sensing as a motion capture method revealed the intrigu-
ing complement that motion-based interfaces could bring to existing interaction
paradigms. While biological processes might be challenging for direct control due
to their involuntary nature, their unpredictability can be harnessed for improvi-
sational musicking.
My work then expanded on the concept of “air performance”, where, unlike
acoustic instruments, there is no tangible feedback. Explorations into Godøy’s
gestural-sonic objects and his idea of chunking on varying timescales informed
my work’s evolution from biofeedback to biocontrol. These ideas and conceptions
inspired me to think and design in terms of dynamic sound shapes. For example,
RAW is heavily based on responding to a sustained chunk with an impulsive
action. Similarly, mental imagery became instrumental in Vrengt, where sonic
design and dance interplayed through metaphoric mappings. Mental imagery can
serve as a shared language, bridging the communication gap between musicians
and dancers.
The culmination of these investigations led to the development of systems
for coadaptation. By embracing biological unpredictability, I aimed for shared
control structures rooted in the embodied human experience. This was not about
using machines as tools but promoting more initiative in musical interactions,
adapting mutually, and shifting the narrative.
While much has been achieved, the journey is ongoing. As an artist–
researcher, I stand at the confluence of embodiment, artificial intelligence, and
multi-agent systems. The challenge ahead is not merely about integrating human
complexity with machines but envisioning a harmonious coexistence and diversi-
fying the known ways of musicking. As we continue to develop human-in-the-loop
technologies, there are many unanswered questions: How do we strike a balance
between the urge to take over musical control and the serendipity in waving
it? How can we employ our communicative skills and human understanding in
musical human–machine interactions? How do we ensure that as we innovate,
we foster creativity and expression? I will aim to answer some of these in the
years to come.
References
Agostinelli, A., et al.: MusicLM: Generating music from text. arXiv:2301.11325 [cs,
eess] (2023)
Bishop, C.M.: Mixture density networks. Technical report NCRG/97/004, Neural Com-
puting Research Group, Aston University, Birmingham. Aston University (1994)
Borgo, D.: Rivers of consciousness: the nonlinear dynamics of free jazz. In: Jazz
Research Proceedings Yearbook, pp. 46–58 (2005)
Borgo, D., Kaiser, J.: Configurin(g) KaiBorg: interactivity, ideology, and agency in
electro-acoustic improvised music (2010)
Bretan, M., Gopinath, D., Mullins, P., Weinberg, G.: A robotic prosthesis for an
amputee drummer. arXiv:1612.04391 (2016)
Exploring Musical Agents with Embodied Perspectives 337
Briot, J.-P., Hadjeres, G., Pachet, F.-D.: Deep Learning Techniques for Music Gen-
eration. Computational Synthesis and Creative Systems, Springer, Cham (2020).
https://doi.org/10.1007/978-3-319- 70163-9
Cadoz, C.: Instrumental gesture and musical composition. In: ICMC 1988 - Interna-
tional Computer Music Conference, Cologne, Germany, pp. 1–12 (1988)
Cadoz, C., Wanderley, M.M.: Gesture - music. In: Wanderley, M., Marc Battier, I.-C.P.
(eds.) Trends in Gestural Control of Music (2000)
Cage, J.: An autobiographical statement. Southwest Rev. 76(1), 59–76 (1991)
Caillon, A., Esling, P.: RAVE: a variational autoencoder for fast and high-quality neural
audio synthesis. arXiv:2111.05011 [cs, eess] (2021)
Camurri, A., Coglio, A.: An architecture for emotional agents. IEEE Multimedia 5(4),
24–33 (1998)
Cantrell, M.: Enactive reading: John Cage, chance, and poethical experience. Genre
40(1–2), 131–156 (2007)
Caramiaux, B., Donnarumma, M., Tanaka, A.: Understanding gesture expressivity
through muscle sensing. ACM Trans. Comput.-Hum. Interact. 21(6), 1–26 (2015)
Charrieras, D., Hochherz, O.: Chasing after the mixer, pp. 253–254 (2016)
Chi, D., Costa, M., Zhao, L., Badler, N.: The EMOTE model for effort and shape. In:
Proceedings of the 27th Annual Conference on Computer Graphics and Interactive
Techniques, SIGGRAPH 2000, pp. 173–182. ACM Press/Addison-Wesley Publishing
Co., USA (2000)
Collins, N., Lonergan, S. (eds.): Handmade Electronic Music: The Art of Hardware
Hacking, 3rd edn. Routledge, New York (2020)
Collins, N.M.: Towards autonomous agents for live computer music: realtime machine
listening and interactive music systems. Ph.D. thesis, University of Cambridge (2006)
Damsk¨agg, E., Juvela, L., Thuillier, E., V¨alim¨aki, V.: Deep learning for tube amplifier
emulation. In: ICASSP 2019 - 2019 IEEE International Conference on Acoustics,
Speech and Signal Processing (ICASSP), pp. 471–475 (2019)
Dixon, S.: Cybernetic-existentialism in performance art. Leonardo 52(3), 247–254
(2019)
Donnarumma, M.: Xth sense: researching muscle sounds for an experimental paradigm
of musical performance. p. 9 (2011)
Donnarumma, M.: Configuring corporeality: performing bodies, vibrations and new
musical instruments. Ph.D. thesis, Goldsmiths, University of London, London, UK
(2016)
Dromey, C., Reese, L., Hopkin, J.A.: Laryngeal-level amplitude modulation in vibrato.
J. Voice 23(2), 156–163 (2009)
Dubnov, S., Assayag, G.: Improvisation planning and jam session design using concepts
of sequence variation and flow experience. Zenodo, Salerno (2005)
Emmerson, S., Landy, L.: The analysis of electroacoustic music: the differing needs of
its genres and categories. In: Landy, L., Emmerson, S. (eds.) Expanding the Horizon
of Electroacoustic Music Analysis, pp. 8–28. Cambridge University Press, Cambridge
(2016)
Erdem, C., Camci, A., Forbes, A.: Biostomp: a biocontrol system for embodied per-
formance using mechanomyography. In: Proceedings of the International Conference
on New Interfaces for Musical Expression, pp. 65–70. Zenodo, Copenhagen (2017)
Erdem, C., Jensenius, A.R.: RAW: exploring control structures for muscle-based inter-
action in collective improvisation. In: Proceedings of the International Conference
on New Interfaces for Musical Expression, pp. 477–482. Zenodo, Birmingham (2020)
338 C¸. Erdem
Erdem, C., Lan, Q., Jensenius, A.R.: Exploring relationships between effort, motion,
and sound in new musical instruments. Hum. Technol.: Interdisc. J. Hum. ICT Env-
iron. 16(3), 310–347 (2020)
Erdem, C., Schia, K.H., Jensenius, A.R.: Vrengt: a shared body-machine instrument for
music-dance performance. In: Proceedings of the International Conference on New
Interfaces for Musical Expression, pp. 186–191. Zenodo, Porto Alegre (2019)
Erdem, C., Wallace, B., Jensenius, A.R.: CAVI: a coadaptive audiovisual instrument-
composition. PubPub (2022)
Godøy, R.I.: Imagined action, excitation, and resonance. In: Musical Imagery, vol. 13,
pp. 237–250. Swets & Zeitlinger Publ., Lisse (2001)
Godøy, R.I.: Gestural-sonorous objects: embodied extensions of Schaeffer’s conceptual
apparatus. Organ. Sound 11(2), 149–157 (2006)
Godøy, R.I.: Chunking sound for musical analysis. In: Ystad, S., Kronland-Martinet,
R., Jensen, K. (eds.) CMMR 2008. LNCS, vol. 5493, pp. 67–80. Springer, Heidelberg
(2009a). https://doi.org/10.1007/978-3-642- 02518-1 4
Godøy, R.I.: Gestural affordances of musical sound. In: Musical Gestures, pp. 1–23.
Routledge (2009b)
Godøy, R.I.: Thinking sound and body-motion shapes in music: public peer review of
“gesture and the sonic event in Karnatak music” by Lara Pearson. Empir. Musicol.
Rev. 8(1), 15–18 (2013)
Godøy, R.I.: Musical shape cognition. In: Grimshaw-Aagaard, M., Walther-Hansen,
M., Knakkergaard, M. (eds.) The Oxford Handbook of Sound and Imagination, vol.
2. Oxford University Press, Oxford (2019)
Godøy, R.I., Leman, M.: Musical Gestures: Sound, Movement, and Meaning. Routledge,
London (2010)
Goldman, J.: The buttons on Pandora’s box: David Tudor and the bandoneon. Am.
Music. 30(1), 30–60 (2012)
Gritten, A., King, E.: Music and Gesture. Ashgate, Aldershot (2006)
Gritten, A., King, E. (eds.): New Perspectives on Music and Gesture. SEMPRE Studies
in The Psychology of Music. Ashgate, Routledge, Farnham (2011)
Haggard, P., Clark, S., Kalogeras, J.: Voluntary action and conscious awareness. Nat.
Neurosci. 5(4), 382–385 (2002)
Hermann, T., Hunt, A.: Interactive sonification. In: Hermann, T., Hunt, A., Neuhoff,
J.G. (eds.) The Sonification Handbook, pp. 273–298. Logos Verlag, Berlin (2011).
OCLC: ocn771999159
Jensenius, A.R.: Action-sound: developing methods and tools to study music-related
body movement (2007)
Jensenius, A.R.: To gesture or not? An analysis of terminology in NIME proceedings
2001–2013. In: Proceedings of the International Conference on New Interfaces for
Musical Expression. Zenodo, London (2014)
Jensenius, A.R.: Sonic Microinteraction in “the air”. In: Lesaffre, M., Maes, P.-J.,
Leman, M. (eds.) The Routledge Companion to Embodied Music Interaction, 1st
edn., pp. 429–437. Routledge, New York, London (2017)
Jensenius, A.R.: Methods for studying music-related body motion. In: Bader, R. (ed.)
Springer Handbook of Systematic Musicology. SH, pp. 805–818. Springer, Heidelberg
(2018). https://doi.org/10.1007/978-3-662- 55004-5 38
Jensenius, A.R., Erdem, C.: Gestures in ensemble performance. In: Timmers, R., Bailes,
F., Daffern, H. (eds.) Together in Music: Coordination, Expression, Participation,
pp. 109–118. Oxford University Press, Oxford (2022)
Exploring Musical Agents with Embodied Perspectives 339
Jensenius, A.R., Lyons, M.J. (eds.): A NIME Reader: Fifteen Years of New Interfaces
for Musical Expression. Current Research in Systematic Musicology, Springer, Cham
(2017). https://doi.org/10.1007/978-3-319- 47214-0
Jensenius, A.R., Sanchez, V.G., Zelechowska, A., Bjerkestrand, K.A.V.: Exploring the
Myo controller for sonic microinteraction. In: Proceedings of the International Con-
ference on New Interfaces for Musical Expression New Interfaces for Musical Expres-
sion, pp. 442–445. Zenodo, Porto Alegre (2019)
Jensenius, A.R., Wanderley, M.M., Godøy, R.I., Leman, M.: Musical Gestures: concepts
and methods in research, pp. 12–35 (2010). 978-0-415-99887-1
Kline, R.R.: The cybernetics moment: or why we call our age the information age
(2015). OCLC: 890127838
Knoblich, G., Butterfill, S., Sebanz, N.: Psychological research on joint action. In:
Psychology of Learning and Motivation, vol. 54, pp. 59–101. Elsevier (2011)
Krzy˙zaniak, M.: Musical robot swarms, timing, and equilibria. J. New Music Res.
50(3), 279–297 (2021). https://doi.org/10.1080/09298215.2021.1910313
Lee, M., Freed, A., Wessel, D.: Real-time neural network processing of gestural and
acoustic signals, pp. 277–280. International Computer Music Association, Montreal
(1991)
Leman, M., Maes, P.-J., Nijs, L., Van Dyck, E.: What is embodied music cognition?
In: Bader, R. (ed.) Springer Handbook of Systematic Musicology. SH, pp. 747–760.
Springer, Heidelberg (2018). https://doi.org/10.1007/978-3-662-55004- 5 34
Lewis, G.E.: Too many notes: computers, complexity and culture in voyager. Leonardo
Music J. 10(1), 33–39 (2000)
Locke, J.: An essay concerning human understanding (1959). OCLC: 371280
Lusted, H.S., Knapp, R.B.: Biomuse: musical performance generated by human bio-
electric signals. J. Acoust. Soc. Am. 84(S1), S179–S179 (1988)
Magnusson, T.: Sonic Writing: Technologies of Material, Symbolic, and Signal Inscrip-
tions (2019). OCLC: 1023599945
Martin, C.P., Torresen, J.: RoboJam: a musical mixture density network for collabora-
tive touchscreen interaction. In: Liapis, A., Romero Cardalda, J.J., Ek´art, A. (eds.)
EvoMUSART 2018. LNCS, vol. 10783, pp. 161–176. Springer, Cham (2018). https://
doi.org/10.1007/978-3-319-77583-8 11
Maturana, H.R., Varela, F.J.: Cognitive function in general. In: Maturana, H.R.,
Varela, F.J. (eds.) Autopoiesis and Cognition: The Realization of the Living. Boston
Studies in the Philosophy and History of Science, vol. 42, pp. 8–14. Springer, Dor-
drecht (1980)
McNeill, D.: Hand and Mind: What Gestures Reveal About Thought. University of
Chicago Press, Chicago (1992)
Miller, L.E.: Cage, Cunningham, and collaborators: the odyssey of variations V. Musi-
cal Q. 85(3), 545–567 (2001)
Minsky, M.: Music, mind, and meaning. Comput. Music. J. 5(3), 28–44 (1981)
Miranda, E.R. (ed.): Handbook of Artificial Intelligence for Music: Foundations,
Advanced Approaches, and Developments for Creativity. Springer, Cham (2021).
https://doi.org/10.1007/978-3-030- 72116-9
Moss, D. (ed.): Humanistic and Transpersonal Psychology: A Historical and Biograph-
ical Sourcebook. Humanistic and Transpersonal Psychology: A Historical and Bio-
graphical Sourcebook, pp. pp. xxi, 457. Greenwood Press/Greenwood Publishing
Group, Westport (1999)
Motl, K.R.: Multiphonics on the double bass: an investigation on the development
and use of multiphonics on the double bass in contemporary music. Ph.D. thesis,
University of California San Diego, San Diego (2013)
340 C¸. Erdem
Nort, D.V., Oliveros, P., Braasch, J.: Electro/acoustic improvisation and deeply listen-
ing machines. J. New Music Res. 42(4), 303–324 (2013)
Ortiz, M., Coghlan, N., Jaimovich, J., Knapp, R.B.: Biosignal-Driven Art: Beyond
Biofeedback. CMMAS (2011). Accepted 2017-11-29T13:51:16Z
Paul, E.: Subsonics - Episode 4 (2009). https://vimeo.com/3799720
Reichardt, J.: Cybernetic serendipity-getting rid of preconceptions. Studio Int.
176(905), 176–77 (1968)
Rosenboom, D.: Method for producing sounds or light flashes with alpha brain waves
for artistic purposes. Leonardo 5(2), 141–145 (1972)
Rowe, R.: Machine listening and composing with cypher. Comput. Music. J. 16(1),
43–63 (1992)
Russell, S.J.S.J.: Artificial Intelligence: A Modern Approach, 3rd edn. Prentice Hall,
Upper Saddle River (2010)
Sawyer, R.K., DeZutter, S.: Distributed creativity: how collective creations emerge
from collaboration. Psychol. Aesthet. Creat. Arts 3(2), 81–92 (2009)
Schaeffer, P.: Traite des objets musicaux: essai interdisciplines. ´
Editions du Seuil, Paris
(1966). OCLC: 301664906
Schiavio, A.: Action, enaction, inter(en)action. Empir. Musicol. Rev. 9(3–4), 254–262
(2015)
Schiavio, A., Jaegher, H.D.: Participatory sense-making in joint musical practice. In:
The Routledge Companion to Embodied Music Interaction, pp. 1–9. Routledge
(2017)
Shanken, E., Clarke, B., Henderson, L.: Cybernetics and Art: Cultural Convergence in
the 1960s (2012)
Smalley, D.: Spectromorphology: explaining sound-shapes. Organ. Sound 2(2), 107–126
(1997)
Straebel, V., Thoben, W.: Alvin Lucier’s music for solo performer: experimental music
beyond sonification. Organ. Sound 19(1), 17–29 (2014)
Straussfogel, D., von Schilling, C.: Systems theory. In: Kitchin, R., Thrift, N. (eds.)
International Encyclopedia of Human Geography, pp. 151–158. Elsevier, Oxford
(2009)
Tanaka, A.: Musical technical issues in using interactive instrument technology with
application to the BioMuse. In: Proceedings of the International Computer Music
Conference (1993)
Tanaka, A.: Musical performance practice on sensor-based instruments. Trends Gest.
Control Music 13(389–405), 284 (2000)
Tanaka, A.: Sensor-based musical instruments and interactive music. In: The Oxford
Handbook of Computer Music, roger t. dean edn. Oxford University Press (2011)
Tanaka, A.: Intention, effort, and restraint: the EMG in musical performance. Leonardo
48(3), 298–299 (2015)
Tanaka, A., Donnarumma, M.: The body as musical instrument. In: The Oxford Hand-
book of Music and the Body (2018)
Tatar, K., Pasquier, P.: MASOM: a musical agent architecture based on self-organizing
maps, affective computing, and variable markov models, p. 8. MuMe, Atlanta (2017)
Tatar, K., Pasquier, P.: Musical agents: a typology and state of the art towards musical
Metacreation. J. New Music Res. 48(1), 56–105 (2019)
Thom, B.: BoB: an interactive improvisational music companion. In: Proceedings of
the Fourth International Conference on Autonomous Agents - AGENTS 2000, pp.
309–316. ACM Press, Barcelona (2000)
Exploring Musical Agents with Embodied Perspectives 341
Uliam, H., de Azevedo, F.M., Ota Takahashi, L.S., Moraes, E., Negrao Filho,
R.D.F., Alves, N.: The relationship between electromyography and muscle force.
In: Schwartz, M. (ed.) EMG Methods for Evaluating Muscle and Nerve Function.
InTech (2012)
Varela, F.J., Thompson, E., Rosch, E.: The Embodied Mind: Cognitive Science and
Human Experience. MIT Press, Cambridge (1991)
Watakabe, M., Mita, K., Akataki, K., Itoh, Y.: Mechanical behaviour of condenser
microphone in mechanomyography. Med. Biol. Eng. Comput. 39(2), 195–201 (2001)
Whitelaw, M.: Metacreation: Art and Artificial Life. MIT Press, Cambridge (2004)
Wiener, N.: Cybernetics; or control and communication in the animal and the machine.
In: Cybernetics; or Control and Communication in the Animal and the Machine, pp.
1–194. Wiley, Oxford (1948)
Zicarelli, D.: M and Jam factory. Comput. Music. J. 11(4), 13–29 (1987)
Open Access This chapter is licensed under the terms of the Creative Commons
Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/),
which permits use, sharing, adaptation, distribution and reproduction in any medium
or format, as long as you give appropriate credit to the original author(s) and the
source, provide a link to the Creative Commons license and indicate if changes were
made.
The images or other third party material in this chapter are included in the
chapter’s Creative Commons license, unless indicated otherwise in a credit line to the
material. If material is not included in the chapter’s Creative Commons license and
your intended use is not permitted by statutory regulation or exceeds the permitted
use, you will need to obtain permission directly from the copyright holder.