Category Archives: texture

Colourful texture

Texture v.2 is getting interesting now, reminds me of fabric travelling around a loom..

Everything apart from the DSP is implemented in Haskell. The functional approach has worked out particularly well for this visualisation — because musical patterns are represented as functions from time to events (using my Tidal EDSL), it’s trivial to get at future events across the graph of combinators. Still much more to do though.

Texture 2.0 bug exposure

Texture 2.0 (my Haskell based visual live programming language) is working a bit more. It has reached gabber zero – the point at which a programming language is able to support the production of live techno. Also I’ve made some small steps towards getting some of my live visualisation ideas working. Here’s a video which exposes some nice bugs towards the end:

This is an unsupported, very pre-alpha experiment, but if you want to try to get it working, first install Tidal (and if you want sound, the associated “dirt” sampler). Then download the code from here:

https://github.com/yaxu/hstexture

.. and run it with something like runhaskell Main.hs

 

PhD Thesis: Artist-Programmers and Programming Languages for the Arts

With some minor corrections done, my thesis is finally off to the printers.  I’ve made a PDF available, and here’s the abstract:

We consider the artist-programmer, who creates work through its description as source code. The artist-programmer grandstands computer language, giving unique vantage over human-computer interaction in a creative context. We focus on the human in this relationship, noting that humans use an amalgam of language and gesture to express themselves. Accordingly we expose the deep relationship between computer languages and continuous expression, examining how these realms may support one another, and how the artist-programmer may fully engage with both.

Our argument takes us up through layers of representation, starting with symbols, then words, language and notation, to consider the role that these representations may play in human creativity. We form a cross-disciplinary perspective from psychology, computer science, linguistics, human-computer interaction, computational creativity, music technology and the arts.

We develop and demonstrate the potential of this view to inform arts practice, through the practical introduction of software prototypes, artworks, programming languages and improvised performances. In particular, we introduce works which demonstrate the role of perception in symbolic semantics, embed the representation of time in programming language, include visuospatial arrangement in syntax, and embed the activity of programming in the improvisation and experience of art.

Feedback is very welcome!

BibTeX record:

@phdthesis{McLean2011,
    title = {{Artist-Programmers} and Programming Languages for the Arts},
    author = {McLean, Alex},
    month = {October},
    year = {2011},
    school = {Department of Computing, Goldsmiths, University of London}
}

RIS record:

TY  - THES
ID  - McLean2011
TI  - Artist-Programmers and Programming Languages for the Arts
PB  - Department of Computing, Goldsmiths, University of London
AU  - McLean, Alex
PY  - 2011/10/01

Workshop output

The Text live coding workshop went really well, surprisingly well considering it was the first time anyone apart from me had used it and (so I found out after) most of the participants didn’t have any programming experience. The six participants took to the various combinators surprisingly quickly, the main stumbling block being getting the functions to connect in the right way… Some UI work to do there, and I got some valuable feedback on it.

Once the participants had got the hang of things on headphones, we all switched to speakers and the seven of us played acid techno for an hour or so together, in perfect time sync thanks to netclock. Here’s a mobile phone snippet:

The sound quality doesn’t capture it there, but for me things got really interesting musically, and it was fun walking around the room panning between the seven players…

Text update and source

I’ve updated Text a bit to improve the visual representation of higher order types (you’d probably need to full screen to view):

I won’t be touching this until after the workshop on Saturday.

I’ve also made the source for the visual interface available here under the GPLv3 free license. To get it actually working as above you’d also need to install my tidal library, Jamie Forth’s network sync, my sampler, the nekobee synth, and somehow get it all working together. In short, it’s a bit tricky, I’ll be working on packaging soonish though.

Test run of Text

I’ve been rather busy writing lately, my PhD funding runs out in April, and I hope by then I’ll have finished and will be looking for things to do next.

I have had a bit of time to make Text, a visual language I mentioned earlier, a bit more stable, here’s a test run:

A bit of a struggle, partly due to the small screen area I gave myself for the grab, but also due to some UI design issues I need to sort out before my workshop at Access Space in Sheffield next week, on the 5th February. Access Space is a really nice free media lab, but will turn nasty unless I free the workshop software, so expect a release soon.

In case someone is interested, here’s the linux commandline I use to record a screencast with audio from jackd:


gst-launch-0.10 avimux name=mux \
! filesink location=cast.avi \
ximagesrc name=videosource use-damage=false endx=640 endy=480 \
! video/x-raw-rgb,framerate=10/1 \
! videorate \
! ffmpegcolorspace \
! videoscale method=1 \
! video/x-raw-yuv,width=640,height=480,framerate=10/1 \
! queue \
! mux. \
jackaudiosrc connect=0 name=audiosource \
! audio/x-raw-float,rate=44100,channels=2,depth=16 \
! audioconvert \
! queue \
! mux.

Text

Text is a experimental visual language under development.  Code and docs will appear here at some point, but all I have for now is this video of a proof of concept.

It’s basically Haskell but with syntax based on proximity in 2D space, rather than adjacency.  Type compatible things connect automatically, made possible though Haskell’s strong types and currying.  I implemented the interface in C, using clutter, and ended up implementing a lot of Haskell’s type system.  Whenever something changes it compiles the graph into Haskell code, which gets piped to ghci.  The different colours are the different types.  Stripes are curried function parameters.  Lots more to do, but I think this could be a really useful system for live performance.

New text editor

I stopped using feedback.pl, a self-modifying live code editor written in Perl, some time ago, in favour of editing Haskell in emacs.  It’s about time I made a specialised editor for the pattern stuff I’ve been doing with Haskell.  Actually I have been dreaming of a visual programming language editor for some time, which for the moment I’m just calling `Text’.  Here’s a screen shot of its current state:

I’ve noticed that Visual Programming Languages like Max and PD are still based around text, using e.g. distance as secondary notation, not actually part of the language syntax.  In Text, words that are closest together are automatically connected if their types are compatible.  You can see that I haven’t quite got the ‘closest together’ algorithm nailed yet, I’ve no idea why its decided to parse this as three separate, overlapping statements.  However I have got currying working, which I’m happy with.  At the moment it’s written in C using the clutter library, which I’m finding fun.  Anyway just a quick update, I’ve got a lot more ideas to implement before I know whether this idea has legs or not…