2024 Bounce & Cadence symposium for music and audio research

Bounce & Cadence – 21 March 2024

In 2024, Bounce & Cadence will take the form of a one-day symposium on 21 March. We anticipate: approximately 20 student presenters conducting a variety of activities including oral presentations, performances, and an exhibit. We are also pleased to announce that the conference keynote address will be presented by award-winning blind guitarist, songwriter, singer, composer, producer, radio and television personality, music columnist, educator and sound engineer Joey Stuckey.

Schedule

PROJECT PARTICIPANTS
07:30 Hall & stage technological set-up
09:00 Welcome message D. Andrew Stewart
Group no. 1 Moderator: Monique Giroux
09:15 Creative Choices in Hip Hop Emanuel Akel
09:30 Exploring Melodic Bass Music in Electronic Dance Music Tuomas Pettersson
09:45 DJing with DJ Fuze: Vinyl Versus Digital Luke Allen
10:00 Q&A
Group no. 2 Moderator: Paul Sanden
10:15 Composing Film Stingers Adam Collins
10:30 Horror Video Game Music Patrick Davis
10:45 Q&A
11:00 Break
Keynote Moderator: Mary Mazurek
11:15 Seeing the Light: A Blind Artist’s Journey of Discovering Music Production and Audio Engineering in the Screen-driven Digital Music Industry Joey Stuckey
12:15 Pizza Break
12:15 Tabletop exhibit in Univ. Theatre lobby
Spatial Audio in Music Zephyr Paradis
Digital Modelling of Live Venues Chris Jerwin
13:00 Hall & stage technological set-up
Group no. 3 Moderator: Brian Garbet
13:30 Listening Session Participants of Immersive Audio – MUSI 4637
14:30 Q&A
14:45 Break
Group no. 4 Moderator: Georg Boenn
15:00 The Digital Audio Workstation: From GarageBand to ProTools Olivia Bedard-Moller
15:15 Spatial Audio in Music Zephyr Paradis
15:30 Improving the Musical Practice: Acoustics and Studio Sound Treatment Taylor Murphy
15:45 Q&A
Group no. 5 Moderator: Georg Boenn
16:15 Signals: Exploring Abstract Sound Design in Popular Electronic Music Aiden Telfer
16:30 Synthwave and Nostalgia Aaron Wadsworth
16:45 Q&A
17:00 Break
Group no. 6 Moderator: D. Andrew Stewart
17:15 Audiobook Creation: Industry Tips and the Voice-over Performance Elias MacDonald
17:30 Beyond the Audible Joel Osmond
17:45 A Web Browser-based Piano Roll Built in GDevelop Alex Wang
18:00 Q&A
18:15 Closing remarks
18:30 Hall and stage tear-down/strike

Abstracts

KEYNOTE ADDRESS
Joey Stuckey
Seeing the Light: A Blind Artist’s Journey of Discovering Music Production and Audio Engineering in the Screen-driven Digital Music Industry

From a young age, Joey Stuckey, a brain tumour survivor, realised his life was going to centre around sound. Joey’s focus on sound and music became an obsession and resulted in his decision to become a musical artist and to work in the field of music technology. Joey is a full-time music producer, recording engineer, touring and recording artist, session musician, and educator. For Bounce & Cadence, Joey Stuckey discusses the danger of becoming ear-blind as a result of relying on, and focusing on, music technology that affords visual representations of sound. Ear-blindness comes from an over reliance on visual data and leads to poor listening habits (i.e., listening less to the recording being made). Joey also asks how the music producer knows when a mix is complete; and if “mistakes” are made, how do they impact the production. Do they give the sound a much needed attitude or do mistakes need to be fixed. In a world of flashing lights and editing tools that can fix every aspect of a recording, Joey Stuckey takes a journey of discovery that will assist students in realising the “perfect” mix, if perfecting a mix is even possible.

PARTICIPANTS

GROUP NO. 1

Emanuel Akel
Creative Choices in Hip Hop

My research outlines the importance of creativity, musical elements, and instrumental choices in hip hop music. I explore the creative elements that define trip hop and lo-fi. Furthermore, I adopt a multifaceted approach, combining elements of trip hop and lo-fi to create my own unique style of music, which I call trip-fi. The output of my research illustrates the intricate interplay between cultural influences and musical aesthetics by combining non-western and traditional instruments. In addition, I produced a concept album featuring three tracks in different styles: trip hop, lo-fi, and one experimental trip-fi track.

Tuomas Pettersson
Exploring Melodic Bass Music in Electronic Dance Music

For my research project, I investigate melodic bass music production in electronic dance music (EDM). Through an analysis of the distinct characteristics of melodic bass production techniques, and a broad exploration of the impact of melodic bass music on similar styles of EDM, I provide insights into composing EDM. My research includes examining the production techniques and methods of influential artists such as Illenium. I also identify important software, including instrument and effects plug-ins used by EDM artists. I hope my research highlights the cultural impact of melodic bass music, underscoring the deep influence of melodic bass on an ever-changing global (EDM) music landscape.

Luke Allen
DJing: Vinyl Versus Digital

In my research, I examine two methods of DJing: one method relying on performing with vinyl albums and the other, performing with modern-day digital technology only – digital audio files. I analyse and demonstrate these two methods with video documentation of recorded performances. In addition, I present an overview of each DJ system followed by a comparison of the two with respect to song/track curation, music transition techniques, and other performative aspects. The recorded performances feature an example of an all-vinyl method, as well as my own solo performance using digital technology only.

GROUP NO. 2

Adam Collins
Composing Film Stingers

For my applied research project, I ask the question: what goes into an effective film stinger. I will present three film stingers designed for the horror genre. More specifically, I propose a solution to my question by creating three new stingers for the final villain confrontation from the film, Halloween (John Carpenter, 1978). In addition, I will discuss the musical and sound characteristics of the stingers from a composers perspective.

Patrick Davis
Horror Video Game Music

My work explores music design for horror video games. I examine non-linear, or adaptive, music techniques. I also show: how horror video game music conveys a sense of suspense and uncertainty; how the music informs, and may even mislead, the player; and how game music and player reactions/decisions form a feedback loop that drives the non-linear delivery of music. The outcome of my research is an original composition set to recorded gameplay of Resident Evil 2, remastered (Capcom, 2019). The gameplay features three new compositions set to three different scenes: (1) world, or level, exploration; (2) a potential enemy encounter; (3) a chase, plus combat, scene.

TABLETOP EXHIBIT

Chris Jerwin
Digital Modelling of Live Venues

My project is a 3D visual and audio recreation of The University of Lethbridge’s Recital Hall. This project explores a practical application for creating 3D, VR, venues for music and sound using the Unity game engine. In addition, my project asks whether alternative music spaces (e.g., concert hall) can be created with, and exist purely in, digital formats. For Bounce and Cadence, I present a hands-on tabletop exhibit during which participants can interact with sound in my 3D recreation. Participants can experience a music mix created specifically for the digital venue. My research has been supported by the Joyce & Ron Sakamoto Prize for Research and Development in Digital Audio Arts.

Zephyr Paradis
Spatial Audio in Music

See Group no. 4

GROUP NO. 3

Participants of Immersive Audio – MUSI 4637
Listening Session

The listening session features students’ solo and collaborative works-in-progress for Immersive Audio. Because all projects are in a developmental stage, students will present 2-channel versions of their immersive audio mixes, which may take diverse forms, including music and soundscapes.

GROUP NO. 4

Olivia Bedard-Moller
The Digital Audio Workstation: From Garage Band to Pro Tools

In an age when both amateur and professional musicians – and even laypeople – have an overwhelming selection of digital technology for making music, grasping the pros, cons, and costs of different Digital Audio Workstations (DAWs) is vital. For my research project, I explore three different DAWs and highlight their strengths and weaknesses. I try to uncover whether or not audio engineers have a preconceived notion that: the more expensive the DAW, the better it must be.

Zephyr Paradis
Spatial Audio in Music

For my research project, I created a spatial/3D audio remix of Blue Train, which was composed by John Coltrane (1957). The source material for my remix was provided by a student jazz band that I recorded for stereo playback in the course, Traditional Studio Recording Techniques. My spatial audio remix was completed using free and low-cost software only, including the REAPER Digital Audio Workstation (DAW). My project highlights the benefits of spatial audio and illustrates the use of freeware for developing sophisticated mixing routines and techniques, including aspects such as: dealing with instrumental/voice “bleed”, instrument placement/localisation, dynamics processing, and quite modest frequency processing.

Taylor Murphy
Improving the Musical Practice: Acoustics and Studio Sound Treatment

For this research project, supported by the Joyce & Ron Sakamoto Prize for Research and Development in Digital Audio Arts, I analysed the room acoustics of specific music rehearsal spaces in the Centre for the Arts at the University of Lethbridge. I also explored the impact of applying sound treatments (e.g., acoustic panels) to the spaces. Building upon the knowledge and experience gained while studying acoustics with Dr. Georg Boenn, I designed and constructed acoustically treated sound-absorbing panels and installed the panels in a specific rehearsal room: W453C. In addition, I recorded the impulse response of W453C before and after the installation of the sound treatment in order to highlight the benefits of applying treatment to a music rehearsal space.

GROUP NO. 5

Aiden Telfer
Signals: Exploring Abstract Sound Design in Popular Electronic Music

My research examines abstract sound design by exploring creativity in electronic popular music production. Abstraction in sound can refer to a sound whose origins may be hard to discern; the sound might be unrecognisable in that it does not conform to the listener’s expectations. Its physical, tangible, nature is somehow masked (e.g., material of the sound, or the way the sound is excited is foreign). In my research, I suggest that abstract sound design is prevalent in electronic popular music, especially because of the ease at which digital audio can be transformed. I also suggest that abstract sound design is central to an artist’s expression in electronic popular music. For instance, artists such as Jon Hopkins, Tim Hecker, and Aphex Twin are deliberate in the way they approach abstract sound design. In my own work, I show the same degree of intention, asking the listener to appreciate a sense of awe while exploring sound.

Aaron Wadsworth
Synthwave and Nostalgia

The creative output of my research consists of a new composition using the Korg Minilogue analog/hardware synthesizer and the Arturia Mini V3, a software or virtual instrument emulator of the Minimoog synthesiser. The composition will be in the Synthwave genre, which features highly synthesised tones (e.g., bass, leads, pads) and synthesised drum sounds. The music will attempt to evoke a sense of nostalgia for the listener.

GROUP NO. 6

Elias MacDonald
Audiobook Creation: Industry Tips and the Voice-over Performance

My area of research explores how one can build a career as a voice-over artist in the audiobook industry, with a focus on storytelling genres; by “artist”, I mean the person or people responsible for narrating the story of an audiobook. In particular, I discuss the importance of learning to use the voice as an autodidact and also through voice training with a voice coach. In addition, I examine the digital technology used to produce an audiobook and I emphasise the role that proper sound recording equipment can play in improving the quality of an audiobook. One of the outputs of my research is a voice-over for which I position myself as the narrator. I will demonstrate studied techniques in my recorded narration.

Joel Osmond
Beyond the Audible

The output of my applied research project includes presenting audio recordings of ultrasonic frequency information (i.e., frequencies about 20 kHz) from non-human species. My project involves selecting non-human sound sources and practicing recording techniques and methods for making ultrasonic “data” audible to the human ear. I will present artistic applications for this audio data, highlighting examples in which ultrasonic sound has been used as compositional material; two works that contain ultrasonic sound are Annea Lockwood’s Ground of Being and Eisuke Yanagisawa’s Ultrasonic Scapes. To date, ultrasonic sound in music and sound art has been produced by experts in the field, using extremely expensive equipment. My research demonstrates how access to inexpensive technology and how the general advancements in recording technology have allowed ultrasonic sound art to be created by emerging artists in the field, and not just by established experts. One of the overarching goals of my project is to invite a deeper appreciation for the complex non-human sounds that surround us, despite the sounds remaining beyond our natural sensory reach.

Alex Wang
A Web Browser-based Piano Roll Built in GDevelop

My research proposes a solution for integrating free, open source, web audio technology and audio effects software with a free game engine. The output of my research is a web browser-based piano roll editor that plays a monophonic synthesiser with artificial reverberation. The editor uses WebAssembly (Wasm) and JavaScript, as well as Functional AUdio STream (FAUST) for creating reverb effects. Wasm is a low-level byte code that allows for languages like C++ to be integrated into the Web. FAUST is an audio programming language designed to develop plug-ins and stand-alone audio applications. In addition, the piano roll editor presents itself in an environment built with GDevelop. GDevelop is a “no-code” game engine perfect for programmers with limited programming ability. GDevelop also offers JavaScript support. The general field of web audio technologies is advancing rapidly and can be explored on websites such as bandlab.com and onlinesequencer.net. A vast range of content is produced with these sites. My research has been supported by the Joyce & Ron Sakamoto Prize for Research and Development in Digital Audio Arts.

2023 Bounce & Cadence symposium for music and audio research

Bounce & Cadence – 30 March 2023

In 2023, Bounce & Cadence will take the form of a one-day symposium on 30 March. We anticipate: approximately twelve student presenters conducting a variety of activities including oral presentations, performances, posters, and exhibits. We are also pleased to announce that the conference keynote address will be presented collaboratively by pianist Megumi Masaki and composer Keith Hamel.

Schedule

PROJECT PARTICIPANTS
07:30 Hall & stage technological set-up
09:00 Welcome message D. Andrew Stewart
Group no. 1 Mary Mazurek, moderator
09:15 DIY Ribbon Microphone: I can build that! Benjamin Wellman
09:35 Upgrading the Electric Guitar Alandra Woycenko
09:55 Creative Spaces and the Impact on Artistic Expression Evan Brownlee
10:15 Q&A
Group no. 2 Marcela Rada, moderator
10:30 Top-Down Mixing and Inspiration in the Studio Juan Anez Jalon
10:50 The Immersive Audio "Mix" in Unity Chris Jerwin
11:10 When Machines Cry: How Technology May Deepen Human Expression Joel Jastrau
11:30 Q&A
11:45 Break
12:30 Group no. 3: Concert (12:30 to 13:50) Deanna Oye, moderator
Noise Is Normal Demi Zalesak and Chris Bernhardt
Cello Concerto No. 1 in A minor, Op. 33: 1st mvt. by Camille Saint-Saëns Brenna Le May
Myosotis by Jean-Baptiste Fauré FAB Trio | Brenna Le May, Anna Jeong, Franz Faeldo
Frühlingswonne by Georg Goltermann FAB Trio | Brenna Le May, Anna Jeong, Franz Faeldo
Tic-k for fixed media Brett Hollett
Piano Trio No. 2 in E-flat major D.929: 2nd mvt. by Franz Schubert Anna Jeong, Brenna Le May, Alayna McNeil
Static Nic Sherman, Carson Rafuse, Jonas Swain, Ahona Sanyal, Daniel-Beeson-Bergeron, Mianna Van Essen
13:50 Break
Group no. 4 Paul Sanden, moderator
14:00 Schubert's Last Piano Sonata: Sweet Dreams or A Cry from Beyond Allen Zhou
14:20 Object Resonance Joel Osmond
14:40 The Effects of Background Music on Memorisation Sarah Chmilar
15:00 Q&A
Group no. 5 Georg Boenn, moderator
15:15 Home Key Music Colton Vanhooren
15:35 Tuning into the Audible Christina Milinusic
15:55 Q&A
16:10 Break
Keynote
16:25 Extending the Piano – Interactive Multimedia Works Megumi Masaki and Keith Hamel
Q&A
17:45 Awards deliberation
18:00 Closing remarks and awards presentation
18:30 Hall and stage tear-down/strike

Abstracts

KEYNOTE ADDRESS
Megumi Masaki and Keith Hamel
Extending the Piano – Interactive Multimedia Works

Megumi Masaki and Keith Hamel have collaborated on a number of interactive compositions for piano, live audio processing, and interactive video. These works all involve enhanced live performances in immersive audio-visual environments. Advanced computer technologies, such as gesture tracking of the pianists hands and video that responds to live sound, are used in the development of these works. Despite the reliance on technology in these compositions, the relationship between computer operator and performer is essentially that of two chamber musicians who react and respond to one another in a fluid and dynamic manner. Megumi Masaki and Keith Hamel will talk about several of their recent collaborative works including Piano Games in which the pianist is controlling an interactive video game. As well, Megumi Masaki will present several of the other technology-infused projects she is currently working on.

PARTICIPANTS

GROUP NO. 1

Benjamin Wellman
DIY Ribbon Microphone: I can build that!

Is it possible to build your own audio equipment and have it work as well as costly commercially available equipment? In order to attempt to answer this question, I have turned my attention to Do-It-Yourself (DIY) audio culture. I have built a DIY ribbon microphone and tested it against the Royer 121 ribbon microphone for the purpose of exploring whether the DIY route is viable, cost effective, and capable of producing a high quality recording. By focusing on the ribbon microphone, which features a simple design with relatively few components, I was able to build a piece of audio equipment that measures up to the quality of commercial devices. My project also included a testing phase. I conducted sound tests that allowed me to measure, and compare, the frequency responses of both the DIY ribbon microphone and the Royer 121 Ribbon microphone.

Alandra Woycenko
Upgrading the Electric Guitar

In this project, I illustrate the benefits of upgrading an electric guitar, while exploring alternatives to spending a lot of money on an expensive instrument. I show how the quality of the Squier guitar can be upgraded as an alternative to buying a brand-new, high-end, Stratocaster. In addition, I compare the tonal, and aesthetic, qualities – and cost – of the upgraded Squier with the qualities of an American Deluxe Stratocaster. In my project, I propose that learning to upgrade the electric guitar is an important skill for beginners who are just starting out and are unable to spend thousands of dollars on a high-end guitar. If guitarists learned some technical skills, they could upgrade their own guitars, which is a better economical option.

Evan Brownlee
Creative Spaces and the Impact on Artistic Expression

My work looks at the recording studio as a creative space and asks how the physical and technological attributes of the space affect the musical project and its output (i.e., the recording). For my research, I recorded two pieces of music in two different spaces in collaboration with two different artists (singers). One of the spaces was built as a home studio in my own home, and the other space was Studio One at the University of Lethbridge; for the purposes of my research, I consider Studio One to be a good representation of a professional industry studio. My research aims to answer the question of whether the audio engineer/producer and recording artist can achieve similar results in both the home and professional studios. For example, does a low-budget production, which the home studio affords, have the same quality as what is possible in a professional studio? In my work, I also show how my research aligns with the researcher and musicologist Geoff Harkness, and specifically his idea of “The Zone”. Notable producers and artists, who have garnered commercial and critical success creating music from home, include Billie Eilish and Kenny Beats.

GROUP NO. 2

Juan Anez Jalon
Top-Down Mixing and Inspiration in the Studio

Top-down mixing refers to the idea of starting the mixing process of a song with the very “top” of the audio chain: the mix or master bus. Top-down mixing also follows specific methods, which were observed as part of my research project goals. I mixed several pieces in different genres: rock/metal; classical. The duration of each was approximately 3:30 to 4:00 minutes. In addition, each piece was mixed twice: (1) using regular and standard mixing strategies and, (2) with the top-down mixing approach. After mixing each song, I evaluated different factors such as: length of required mixing session(s), effectiveness of each stage of the mixing process and, finally, overall audio quality of the mix. In order to assess the overall quality of the mixes, I compared them to significant recordings in similar genres and with similar lengths.

Chris Jerwin
The Immersive Audio “Mix” in Unity

My research project is an immersive audio project developed in the Unity video game engine. Game engines are capable of complex processes and are powerful tools for game development. For example, the strengths of the game engine can be seen in award-winning games such as God of War and the Uncharted series, which convey diverse narratives through their visuals, environments, gameplay, and sound. Using Unity, I create a type of VR/3D immersive/spatial audio visualiser for exploring alternative mixing methods. As a proof of concept, my visualiser is used to mix free-to-use instrumental tracks by Fleet Foxes and their song, entitled “Cradling Mother, Cradling Woman”.

Joel Jastrau
When Machines Cry: How Technology May Deepen Human Expression

My research explores the impact of technology on creativity. For my presentation, I will share my research and creation journey, which includes exploring synthesisers, non-musical technology, and philosophical principles from Futurism and more. Ultimately, through the presentation of a new electronic music composition, I will illustrate how nurturng the relationship between technology and imagination is invaluable; furthermore, I discuss potential futures for the use and development of technology for music creation.

GROUP NO. 3

Demi Zalesak & Chris Bernhardt
Noise is Normal

This work is performed by Demi Zalesak and Chris Bernhardt. Modular synthesis is central to this piece and is used to sculpt sound through human agency – controlled by the artists, and through random, or chance, procedures. MIDI data produces pseudo-random pitch sequences, creating and manipulating vast chordal textures that resemble synthetic whale song. The performance space is drenched in reverb, showing signs of fatigue and deterioration before annihilating itself in a distorted cacophony at the behest of a digitally mangled “Mark Rothko” – accompanied by a movement artist (Demi Zalesak), who depicts crashing waves through light and dance. Noise is Normal is an homage to John Cage, Death Grips, FKA Twigs, Alyce Santoro, and celebrates the contemporary dance collaborations of Merce Cunningham. Bring your earplugs!

Brenna Le May
Cello Concerto No. 1 in A minor, Op. 33: 1st mvt. by Camille Saint-Saëns

Renowned as a beloved composer, pianist and organist, French composer Camille Saint-Saëns is well known for his Cello Concerto in A minor – a staple and standard of the repertoire. Differing from the introductions of other standard concertos, Opus 33 begins with a dramatic leap into a solo line and follows a similar striking pattern throughout the first movement. The piece allows the performer to showcase a variety of the instrument’s capabilities, including the dramatic use of the violoncello’s rich low register and the instrument’s capacity to produce gentle lyrical melodies. Filled with technical challenges, Cello Concerto No. 1 is a rite of passage for the cellist. Following the piece’s premiere in Paris in 1873, the Revue et gazette musicale de Paris wrote: “We must say that the Cello Concerto seems to us to be a beautiful and good work of excellent sentiment and perfect cohesiveness, and as usual the form is of greatest interest.” The concerto is both a surprise and a delight to listen to and is a favourite among musicians everywhere. 

FAB Trio | Brenna Le May, Anna Jeong, Franz Faeldo
Myosotis by Jean-Baptiste Fauré

The FAB Trio is pleased to present the French song, Myosotis. Translated as “Forget-Me-Not” (the flower), this composition is based on a beautiful poem by Antonio Spinelli, depicting the sights and feelings of a blossoming spring nature scene. The musical composition of French composer Jean-Baptiste Fauré is simple, yet elegant; the musical line, in combination with the poem, is the perfect synthesis of a gentle spring scene. Adapted for tenor voice, the vocal line is supported by a piano and cello accompaniment. Though uncomplicated, performing this piece requires a sensitivity to refined details, which are both challenging to execute and exciting to the spirit. Paired with Frühlingswonne by Georg Goltermann – a German song, the FAB Trio proposes a sequence, or series, of songs that complement each other thematically as we approach the arrival of spring following a long Canadian winter. 

FAB Trio | Brenna Le May, Anna Jeong, Franz Faeldo
Frühlingswonne by Georg Goltermann

The FAB Trio is pleased to present the German song Frühlingswonne. Translated into English as “Spring’s Delight”, this composition presents a lively melodic line for voice. The German text, written by Gustav Rasmus, depicts beautiful aspects of spring, including descriptions of flowers, forests, animals, and the weather. With a flowing piano accompaniment and a gentle cello accompaniment, the vocal line presents several verses throughout the piece. The musical line, composed by Georg Goltermann, is graceful and distinguished, and uses repetition effectively. Performed with the French work, Myosotis by Jean-Baptiste Fauré, Frühlingswonne signals a new season of growth – a spring of hope, leaving behind the cold of winter. 

Brett Hollett
Tic-k for fixed media

This piece presents the constant ticking of time, warped by the perception of one who exhibits tics – a habitual contraction of the muscles, most often in the face. The ticking of time, or passage of time, is warped and distorted by multiple “tics” and the constant ever-present pulsing of a clock, or metronome, or some other rhythmic beat. Lastly, Tic-k is a metaphor for the parasitic tick, which is absorbed, or internalised, by the listener.

Anna Jeong, Brenna Le May, Alayna McNeil
Piano Trio No. 2 in E-flat major, D.929: 2nd mvt. by Franz Schubert

Piano Trio No. 2 in E-flat major is one of the two piano trios that Schubert completed in his final years before his death. The composition is considered one of Schubert’s longest instrumental masterpieces. During this lengthy four-movement work, Schubert uses detailed constructions and conveys a variety of emotions. The second movement, Andante con moto, begins with a sombre march-like texture in the piano and the introduction of a beautiful melody in the cello. As the piece progresses, the music becomes brighter, warmer, and includes the use of more powerful textures. For this performance, the second movement was selected due to its variety, restraint and power. The second movement is arguably the most memorable movement of the composition. 

Nic Sherman, Carson Rafuse, Jonas Swain, Ahona Sanyal, Daniel-Beeson-Bergeron, Mianna Van Essen
Static

Static was conceived as a final project for the course, Aesthetic Noise, taught by Dr. Mary Mazurek. The course was an exploration of noise through a philosophical lens. The students explored questions such as: How does the philosopher view noise from an ideology of “too muchness”; How do humans deal with the sublime; How does art portray the human struggle with trauma from the sublime. In Static, I explore the emotions experienced during the destruction of something that we hold dear. I use the sounds of destruction for a performance in order to bring about catharsis and to find the art through it all. This piece is meant to be fully determined by the performers. For example, each interpretation of Static is different because each instrument (each piece of technology used) is determined by the individual performer, who must find significance in their instrumental selection. I premiered Static in collaboration with costume designer Kiera Gemsa in 2022. This first performance used the noises of objects for storytelling. For instance, we started our journey by mimicking a theatre show. We used the sounds of paper pamphlets being handed out to the audience, footsteps through the audience, and a foley crash box being manipulate. In addition, we used the sounds of a VHS tape recorder (e.g., “iconic” sounds of the rewind and eject buttons, the static white noise while ejecting and loading a cassette) to evoke memories of our favourite films. Static became “music to our ears”, hearing sounds that generated feelings of excitement and nostalgia. In some cases, the sounds of past technology are now lost. Nevertheless, we seek them out in an effort to relive past emotions – emotions related to an evolving technological soundscape.

GROUP NO. 4

Allen Zhou
Schubert’s Last Piano Sonata: Sweet Dreams or A Cry from Beyond

Late Schubert piano sonatas are known for their emotional depths. My research is centred on the second movement of Franz Schubert’s last piano sonata, the Piano Sonata in B-flat Major, D.960. My points of interest are the harmonies that Schubert employed and how the harmonies work to support the form and structure, as well as giving the piece its perceived depth of emotion.

Joel Osmond
Object Resonance

In this presentation, I explore the idea of resonance, and the resonance of objects, through music composition. For instance, I have composed a new piece using the techniques and theory of Alvin Lucier’s 1969 composition, I Am Sitting In A Room. However, I applied these techniques to a physical object instead of to an entire room, or space. Through an explanation of my research findings and my composition, I will discuss the acoustical features of my project and address some of the broader questions and criticisms that may arise when viewing experimental sound art with a musical perspective.

Sarah Chmilar
The Effects of Background Music on Memorisation

For my project, I explore how listening to background music impacts people’s ability to concentrate and memorise information. My project is significant because many students use background music to improve concentration while completing homework and other tasks. There is evidence to suggest that different types of background music affect people’s memory differently and can influence what they remember. I am also interested in investigating whether lyrics, as a component of background music, affects a person’s memory during a memorisation task.

GROUP NO. 5

Colton Vanhooren
Home Key Music

Built upon research conducted during the fourth year of a Bachelor’s degree, my team and I now have a working prototype of the Home Key Music software. Our goal is to develop a music education software package that provides a robust experience for music theory training and ear training. We are focussed on building fluency through a three-step training process that includes developing a back end based on machine learning and building an XR interface for using the software. During my presentation, I hope to generate a conversation with the audience and gather feedback from audience members, for whom this software could be beneficial. A Kickstarter website is coming soon!

Christina Milinusic
Tuning into the Audible

Tuning into the World is an arts-based research project probing human connections to the physicality and phenomena of sound. Sound shapes our spatial reality. Analog and digital technologies, including custom build listening devices, spatial field recordings, and unconventional mixing practices are used to show that sound shapes human space. The theremin, a space-controlled instrument, facilitates physical engagement with sound in space. Performances on theremin, sound visualizations using a Chladni plate, and creative electroacoustic sound production devices are used to interact with and draw analogs to specific acoustic environments under investigation. The methodology of this project engages with the creation of aural adventures through geological, biological, and anthropological soundscapes.

Megumi Masaki

Megumi Masaki is a pianist, multimedia artist, educator, conductor and curator, recognised as an innovator that reimagines the pianist, piano and performance space. For over thirty years, she has established an international reputation as a “virtuosic” (Musicworks), “most outstanding and mind-expanding” (Frettabladid) interpreter of new music with “electric and intimately sensitive musicianship” (BroadwayWorld Ireland).

Megumi Masaki is particularly interested in exploring how different mediums and technology can coexist to create new expressive potentials larger than the sum of their parts. For instance, Masaki’s research and collaborations explore new models of interaction and integration of sound, image, text and movement in multimedia works through new technologies, including hand-gesture-motion tracking to generate and control live-electronics and live-video, 3D visuals, piano controlled video games, e-textile sensors and artificial intelligence.

As a Japanese Canadian artist, Megumi Masaki’s work is also connected deeply to community, acting on Truth and Reconciliation calls to action, and how human rights and environmental issues can be communicated through music and multimedia performances to create narratives that speak truth to power. In recognition of the excellence and significant impacts of her achievements, Megumi was appointed as a Member of the Order of Manitoba and elected as a Fellow of the Royal Society of Canada.

Seventy-four original works have been created together with or for Megumi and she has premiered over 180 works worldwide. She has released three documentary films and fifteen CD, DVD, LP and digital recordings that include solo piano, chamber music, electroacoustic and multimedia works. Megumi’s double disc album MUSIC4EYES+EARS CD/Blu-Ray under the Centrediscs label, hailed as “deliciously ambitious” (Musicworks), “simply breathtaking,” was nominated for Classical Artist of the Year, Western Canadian Music Awards. Her latest album and documentary film TRANSFORMATION under the Centrediscs label was released on October 25, 2022.

www.megumimasaki.com

Keith Hamel

Dr. Keith Hamel is a Professor in the School of Music, an Associate Researcher at the Institute for Computing, Information and Cognitive Systems (ICICS), a Researcher at the Media and Graphics Interdisciplinary Centre (MAGIC) and Director of the Computer Music Studio at the University of British Columbia.

Keith Hamel is both a composer and computer music specialist. He writes acoustic and electroacoustic music, and his recent compositions focus on the interaction between live performers and computer-controlled electronics.

As a computer music researcher, Hamel is recognised as one of the foremost authorities on music notation software. He is author of the NoteAbilityPro software program which is used around the world for professional music engraving and publishing, and he has developed interactive environments for live performer and computer interaction.

Dr. Hamel has written both acoustic and electroacoustic music and has been awarded many prizes in both media. His works have been performed by many of the finest soloists and ensembles both in Canada and abroad. He has received commissions from IRCAM (Paris), the Ensemble Intercontemporain, Vancouver Symphony Orchestra, Windsor Symphony Orchestra, Vancouver New Music Ensemble, the Elektra Women’s Choir, musica intima, New Music Concerts (Toronto), Hammerhead Consort, Standing Wave, Hard Rubber Orchestra, as well as from outstanding performers such as flutist Robert Cram, bassoonist Jesse Read, clarinetists Jean-Guy Boisvert and François Houle, saxophonist Julia Nolan, trombonists Jeremy Berkman and Benny Sluchin, and pianists Douglas Finch, Megumi Masaki and Corey Hamm.

www.opusonemusic.net