TY - ADVS
T1 - Sonic Tales of a Windsurfer (2024) - 17:45 | 4-channel Fixed media
A2 - Climent, Ricardo
PY - 2024/6/21
Y1 - 2024/6/21
N2 - Sports analytics is increasingly recognised for enhancing decision-making and management in sports organisations (Fry, Ohlmann, 2012). The integration of data-capturing devices and metrics analysis in sports aims to optimise training and prevent injuries. Sonification of sports data - converting data into sound - has been applied in music composition (SoundRunner, Berezan, 2017). However, limited research exists on the use of biometric data from water sports for compositional purposes, especially windsurfing, particularly using machine learning (ML) to generate audio datasets from such data.Sonic Tales of a Windsurfer explores this gap by sonifying the composer's biometric data, an advanced windsurfer from the 80s returning to the sport, and sea environmental conditions, using AI-assisted composition (IRCAM’s RAVE). Its musical narrative embeds windsurfing data in the composition materials, as a cultural body with sailing physical skills and a heightened awareness of corporeality (Mashino, Seye, 2020). Its musical structure emerges from five contrasting embodied episodes under heavy sea conditions: The Buzz, Beaufort5, Hovering, Edgework, and Freeride.The data-to-audio mapping process focuses on body tension, speed, pulse, and environmental conditions. Technically, it uses a custom interactive media system, built around the NOVARS Hordijk analogue synthesizer, and integrates sound processing with Max8, Pure Data (PD), and Csound to control classic eurorack modules, CV controllers, and vintage gear (Yamaha TX81z, EMP100). This system generated approximately 20 hours of musical materials, which were then used to train the RAVE AI model (credits: Dr. Hongshuo Fan) for further sound generation and integration with existing materials.This composition is the first outcome of a year-long project entitled Narratives of Water. The second part, My Favourite T-shirt, addresses environmental challenges like water scarcity, highlighting the impact of fast fashion through video game technology to raise awareness among youth.
AB - Sports analytics is increasingly recognised for enhancing decision-making and management in sports organisations (Fry, Ohlmann, 2012). The integration of data-capturing devices and metrics analysis in sports aims to optimise training and prevent injuries. Sonification of sports data - converting data into sound - has been applied in music composition (SoundRunner, Berezan, 2017). However, limited research exists on the use of biometric data from water sports for compositional purposes, especially windsurfing, particularly using machine learning (ML) to generate audio datasets from such data.Sonic Tales of a Windsurfer explores this gap by sonifying the composer's biometric data, an advanced windsurfer from the 80s returning to the sport, and sea environmental conditions, using AI-assisted composition (IRCAM’s RAVE). Its musical narrative embeds windsurfing data in the composition materials, as a cultural body with sailing physical skills and a heightened awareness of corporeality (Mashino, Seye, 2020). Its musical structure emerges from five contrasting embodied episodes under heavy sea conditions: The Buzz, Beaufort5, Hovering, Edgework, and Freeride.The data-to-audio mapping process focuses on body tension, speed, pulse, and environmental conditions. Technically, it uses a custom interactive media system, built around the NOVARS Hordijk analogue synthesizer, and integrates sound processing with Max8, Pure Data (PD), and Csound to control classic eurorack modules, CV controllers, and vintage gear (Yamaha TX81z, EMP100). This system generated approximately 20 hours of musical materials, which were then used to train the RAVE AI model (credits: Dr. Hongshuo Fan) for further sound generation and integration with existing materials.This composition is the first outcome of a year-long project entitled Narratives of Water. The second part, My Favourite T-shirt, addresses environmental challenges like water scarcity, highlighting the impact of fast fashion through video game technology to raise awareness among youth.
KW - biometrics, AI, Machine Learning, Windsurfing, Interactive Systems
M3 - Composition
PB - UnSupervised.uk
ER -