Scholarly Works, School of Performing Arts
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- A Brief Survey of the Development of Dramatic Literature for ChildrenBedard, R. L. (Johns Hopkins University Press, 1983)
- The Discourse of Pictures: Iconicity and Film StudiesPrince, Stephen (University of California Press, 1993)
- True Lies: Perceptual Realism, Digital Images, and Film TheoryPrince, Stephen (University of California Press, 1996)
- The Emergence of Filmic Artifacts: Cinema and Cinematography in the Digital EraPrince, Stephen (University of California Press, 2004)The tools of digital filmmaking are transforming all aspects of cinema, including production, postproduction, and exhibition. In the process, they are altering the visual characteristics of the moving image and changing the viewer's perceptual understanding of the nature of cinema, leading to the emergence, for the first time in the medium's history, of filmic artifacts.
- Miss MackenzieBigler, Dwight (Virginia Tech. University Libraries, 2012-02)Dwight Bigler discusses selections from his opus. “Miss Mackenzie” is the third movement of “Glimpses,” a five-movement work for choir and chamber orchestra: I. Prelude (orchestra), II. Mrs. Brooks (SATB, text by Henry David Thoreau), III. Miss Mackenzie, IV. Dear Sir (TTBB, text by Jeremy Taylor), V. Glimpses (SATB, text by Owen Feltham). Instrumental parts are available from the composer (flute, oboe, clarinet, bassoon, horn, strings, 2 percussion, and harp). Recordings can be heard at www.dwightbigler.com
- OPERAcraft: Blurring the Lines between Real and VirtualBukvic, Ivica Ico; Cahoon, Cody; Wyatt, Ariana; Cowden, Tracy; Dredger, Katie (University of Michigan, 2014-09)In the following paper we present an innovative approach to coupling gaming, telematics, machinima, and opera to produce a hybrid performance art form and an arts+technology education platform. To achieve this, we leverage a custom Minecraft video game and sandbox mod and pd-l2ork real-time digital signal processing environment. The result is a malleable telematic-ready platform capable of supporting a broad array of artistic forms beyond its original intent, including theatre, cinema, as well as machinima and other experimental genres.
- Aegis Audio Engine: Integrating a Real-Time Analog Signal Processing, Pattern Recognition, and a Procedural Soundtrack in a Live Twelve-Perfomer Spectacle With Crowd ParticipationBukvic, Ivica Ico; Matthews, Michael (Georgia Institute of Technology, 2015-07)In the following paper we present Aegis: a procedural networked soundtrack engine driven by real-time analog signal analysis and pattern recognition. Aegis was originally conceived as part of Drummer Game, a game-performancespectacle hybrid research project focusing on the depiction of a battle portrayed using terracotta soldiers. In it, each of the twelve cohorts—divided into two armies of six—are led by a drummer-performer who issues commands by accurately drumming precomposed rhythmic patterns on an original Chinese war drum. The ensuing spectacle is envisioned to also accommodate large audience participation whose input determines the morale of the two armies. An analog signal analyzer utilizes efficient pattern recognition to decipher the desired action and feed it both into the game and the soundtrack engine. The soundtrack engine then uses this action, as well as messages from the gaming simulation, to determine the most appropriate soundtrack parameters while ensuring minimal repetition and seamless transitions between various clips that account for tempo, meter, and key changes. The ensuing simulation offers a comprehensive system for pattern-driven input, holistic situation assessment, and a soundtrack engine that aims to generate a seamless musical experience without having to resort to cross-fades and other simplistic transitions that tend to disrupt a soundtrack’s continuity.
- Trio for Flute, Bassoon and PianoLyon, Eric (2015-08-08)Amy Gillick premiered my Trio with two of her colleagues in Tokyo.
- Introducing D⁴: An Interactive 3D Audio Rapid Prototyping and Transportable Rendering Environment Using High Density Loudspeaker ArraysBukvic, Ivica Ico (University of Michigan, 2016)With a growing number of multimedia venues and research spaces equipped with High Density Loudspeaker Arrays, there is a need for an integrative 3D audio spatialization system that offers both a scalable spatialization algorithm and a battery of supporting rapid prototyping tools for time-based editing, rendering, and interactive low-latency manipulation. D⁴ library aims to assist this newfound whitespace by introducing a Layer Based Amplitude Panning algorithm and a collection of rapid prototyping tools for the 3D time-based audio spatialization and data sonification. The ensuing ecosystem is designed to be transportable and scalable. It supports a broad array of configurations, from monophonic to as many as hardware can handle. D⁴’s rapid prototyping tools leverage oculocentric strategies to importing and spatially rendering multidimensional data and offer an array of new approaches to time-based spatial parameter manipulation and representation. The following paper presents unique affordances of D⁴’s rapid prototyping tools.
- Cinemacraft: Immersive Live Machinima as an Empathetic Musical Storytelling PlatformNarayanan, Siddhart; Bukvic, Ivica Ico (University of Michigan, 2016)In the following paper we present Cinemacraft, a technology-mediated immersive machinima platform for collaborative performance and musical human-computer interaction. To achieve this, Cinemacraft innovates upon a reverse-engineered version of Minecraft, offering a unique collection of live machinima production tools and a newly introduced Kinect HD module that allows for embodied interaction, including posture, arm movement, facial expressions, and a lip syncing based on captured voice input. The result is a malleable and accessible sensory fusion platform capable of delivering compelling live immersive and empathetic musical storytelling that through the use of low fidelity avatars also successfully sidesteps the uncanny valley.
- NIMEhub: Toward a Repository for Sharing and Archiving Instrument DesignsMcPherson, Andrew P.; Berdahl, Edgar; Lyons, Michael J.; Jensensius, Alexander Refsum; Bukvic, Ivica Ico; Knudson, Arve (ACM, 2016-07)This workshop will explore the potential creation of a community database of digital musical instrument (DMI) designs. In other research communities, reproducible research practices are common, including open-source software, open datasets, established evaluation methods and community standards for research practice. NIME could benefit from similar practices, both to share ideas amongst geographically distant researchers and to maintain instrument designs after their first performances. However, the needs of NIME are different from other communities on account of NIME's reliance on custom hardware designs and the interdependence of technology and arts practice. This half-day workshop will promote a community discussion of the potential benefits and challenges of a DMI repository and plan concrete steps toward its implementation.
- 3D Time-Based Aural Data Representation Using D⁴ Library’s Layer Based Amplitude Panning AlgorithmBukvic, Ivica Ico (Georgia Institute of Technology, 2016-07)The following paper introduces a new Layer Based Amplitude Panning algorithm and supporting D⁴ library of rapid prototyping tools for the 3D time-based data representation using sound. The algorithm is designed to scale and support a broad array of configurations, with particular focus on High Density Loudspeaker Arrays (HDLAs). The supporting rapid prototyping tools are designed to leverage oculocentric strategies to importing, editing, and rendering data, offering an array of innovative approaches to spatial data editing and representation through the use of sound in HDLA scenarios. The ensuing D⁴ ecosystem aims to address the shortcomings of existing approaches to spatial aural representation of data, offers unique opportunities for furthering research in the spatial data audification and sonification, as well as transportable and scalable spatial media creation and production.
- Clinic (Flute Hacks) for Flute Day of the Youth Orchestras of Central VirginiaCrone, E. L. (2016-11-19)Invited guest artist for the Flute Day of the Youth Orchestras of Central Virginia. Flute Hacks, Improve Quality of Tone and Embouchure Flexibility clinic for high school area flutists. Supported by Yamaha Corporation.
- Invited guest artist for the Flute Day of the Youth Orchestras of Central VirginiaCrone, E. L. (2016-11-19)Solo Recital and Clinic (Flute Hacks) for Flute Day of the Youth Orchestras of Central Virginia. Featured Guest Artist. Sonata in G Minor, S. 1020, J.S. Bach, MidSummer Spirits, J. Sochinski, Twelve Fantasias for Flute, Nos 2 & 9, Telemann, Fantasie for Flute and Piano, G. Fauré, Duo for Flute and Piano, Copland. John Mayhood, piano.
- Genesis of the Cube: The Design and Deployment of an HDLA-Based Performance and Research FacilityLyon, Eric; Caulkins, Terence; Blount, Denis; Bukvic, Ivica Ico; Nichols, Charles; Roan, Michael J.; Upthegrove, John Tanner (MIT, 2017)The Cube is a recently built facility that features a high-density loudspeaker array. The Cube is designed to support spatial computer music research and performance, art installations, immersive environments, scientific research, and all manner of experimental formats and projects. We recount here the design process, implementation, and initial projects undertaken in the Cube during the years 2013–2015.
- L2OrkMote: Reimagining a Low-Cost Wearable Controller for a Live Gesture-Centric Music PerformanceTsoukalas, Kyriakos D.; Kubalak, Joseph R.; Bukvic, Ivica Ico (ACM, 2018-06)Laptop orchestras create music, although digitally produced, in a collaborative live performance not unlike a traditional orchestra. The recent increase in interest and investment in this style of music creation has paved the way for novel methods for musicians to create and interact with music. To this end, a number of nontraditional instruments have been constructed that enable musicians to control sound production beyond pitch and volume, integrating filtering, musical effects, etc. Wii Remotes (WiiMotes) have seen heavy use in maker communities, including laptop orchestras, for their robust sensor array and low cost. The placement of sensors and the form factor of the device itself are suited for video games, not necessarily live music creation. In this paper, the authors present a new controller design, based on the WiiMote hardware platform, to address usability in gesture-centric music performance. Based on the pilot-study data, the new controller offers unrestricted two-hand gesture production, smaller footprint, and lower muscle strain.
- Introducing a K-12 Mechatronic NIME KitTsoukalas, Kyriakos D.; Bukvic, Ivica Ico (ACM, 2018-06)The following paper introduces a new mechatronic NIME kit that uses new additions to the Pd-L2Ork visual programing environment and its K-12 learning module. It is designed to facilitate the creation of simple mechatronics systems for physical sound production in K- 12 and production scenarios. The new set of objects builds on the existing support for the Raspberry Pi platform to also include the use of electric actuators via the microcomputer’s GPIO system. Moreover, we discuss implications of the newly introduced kit in the creative and K-12 education scenarios by sharing observations from a series of pilot workshops, with particular focus on using mechatronic NIMEs as a catalyst for the development of programing skills.
- Reimagining Human Capacity For Location-Aware Aural Pattern Recognition: A Case For Immersive Exocentric SonificationBukvic, Ivica Ico; Earle, Gregory D. (Georgia Institute of Technology, 2018-06)The following paper presents a cross-disciplinary snapshot of 21st century research in sonification and leverages the review to identify a new immersive exocentric approach to studying human capacity to perceive spatial aural cues. The paper further defines immersive exocentric sonification, highlights its unique affordances, and presents an argument for its potential to fundamentally change the way we understand and study the human capacity for location-aware audio pattern recognition. Finally, the paper describes an example of an externally funded research project that aims to tackle this newfound research whitespace.
- Ensemble in Action: Elizabeth Streb and the STREB Extreme Action CompanyRosin, Jordan (2018-09-28)This essay is intended to provide an overview and detailed investigation of a contemporary ensemble theatre company which inspires me and whose work I intend to integrate into my own practice-as-research thesis project. In this case, while technically a dance company, STREB provides an excellent portrait of what the human body is capable of achieving (a great concern for those engaged in “physical theatre”) and a unique example of how hierarchy and inquiry can be a part of an ensemble based creative process. The data collection for this project was inspired by classical ethnography. In particular, for this project I employed the methods of observing activities of interest (like rehearsal and day-to-day operations for the company over the course of one week in 2015 and two weeks in 2018), participant observation (as I undertook during their Adult PopAction classes and Kid Action Summer Camp), and semistructured interviews (which I made with over 16 current and in one case former company / staff members).