Investigating Composers’ Perceptions
and Style through Musical Composition Games
M. Nyssim Lefford, PhD, Research Scientist
Interactive Institute, Sonic Studio, Acusticum 4, 941
28 Piteå, Sweden
http://www.tii.se/sonic
nyssim.lefford@tii.se
Abstract
Our
models of the generative process rely heavily on the analysis and
deconstruction of artifacts, on completed musical compositions. However,
creators’ and non-creators’ perspectives of musical structure differ.
Non-creators do not generally have access to the constraints and intentions
that shape the composition process. Relying on experimental observation, we
have conducted a study that compares the generative decisions, perceptions and
preferences of creators. These experiments focus on creators’ in situ
definitions of rhythmic, musical structure, and suggest new ways that the
generative process may be modelled.
Our
data is collected through musical composition “games”. Through games,
non-creators can observe generative strategy and share a context with creators.
In the music composition games, subject-composers faced similar constraints and
degrees of freedom in the composing task making their responses comparable. The
game format allows us to search for correlations between the responses of each
subject and across experiments with varied constraints. Comparisons across
creators and across generative contexts help us identify aspects of the
generative processes that distinguish or unify composers.
Through
the music composition games, we investigate the nature of generative
strategizing, and observed different “styles” of perceiving similarity in
musical structure among creators. The patterns produced in these games and the
findings derived from observing how the games are played elucidate the roles of
metric inference, preference and the perception of similarity in the generative
process; lead us to a representation of generative decision tied to a creator’s
perception of structure; and suggest new ways to model the generative process
and the styles of individual creators through measuring perceptions.
1. Perception and Structure
Creators’
and non-creators’ perspectives of musical structure differ. The patterns
creators generate are intended to have particular features and particular
relationships to other patterns. Patterns and intentions do not emerge from an
infinite set of possibilities, but through constraints. Regardless of what was
intended, the resulting musical structures can be perceived many different ways
by non-creators. Non-creators do not generally have access to the constraints
and intentions that shape creators’ perceptions and the generative process of
composing, and our models of the generative process suffer
from the resulting distorted view. We have conducted a study to explore
composers’ in situ perceptions of musical structure. [1] The following
discussion begins with a generalized investigation into perception, intention
and style in artistic artifacts, and then moves into music specific
explorations.
Artistic
intention is revealed through non-causal, non-incidental features. A work of
art contains many causal features that are simply by-products of working in
that medium. Photography, for example, uses real objects as subjects.
Regardless of subsequent manipulation, real objects provide the basis for
representation in this medium, and real objects bring certain non-intentional
features to the work as do the camera’s technical constraints like focus or
field of view. By contrast, these causal properties do not exist in painting
and drawing. Distinguishing causal features from intentions are essential for
understanding the generative process and the mannerisms and styles of individual
creators. [2]
As
non-creators, our analysis of artistic intention rests in part on our ability
to understand the context in which the creator creates - the constraints,
variables, and degrees of freedom available in the moment of production. Any
instance of perception, any view of structure within a medium, is filtered
through a particular context. The context is all the interrelated conditions
under which an object, or in this case an artistic gesture, exists. While
non-creators may appreciate similar contexts, we cannot be certain we are
sharing a context with the creator. Our understanding of the creators’
intentions is at best skewed. As non-creators observing completed works of art
we can only infer the artist intention. We do not know if we define structure
within those works similarly.
Music
and Art theory provide a basis for defining structure, but theorists examine
artistic artifacts not artistic processes. The conventions of Western tonal
harmony or formal features attributed to artistic style by art theorists are
ascribed a posteriori to the act of creation. In the visual arts, architects
Habraken and Gross suggest, “how we use ‘designing’ points not to an object of
design, but to a process.” [3] When we describe the generative process by relying
on theoretical definitions of structure we squash the artists’ intention or
ignore it completely. We fail to recognize what subsets of features are
significant to a creator at the moment of creation, and we do not fully
understand the intended function of each pattern or structural relationship.
These pertinent points of reference, the filters through which creators
perceive, leave an indelible mark on creators’ mannerisms and personal styles
of expression.
2. Intention, Strategy and Style
Is
it possible to recognize and characterize an artist’s intention? Intention is
executed through some artistic strategy that produces desired features or
structures within a medium. As non-creators we cannot with certainty identify
the intended features; but we can observe creators’ actions, and therefore,
strategy in action. When a draughtsman draws a line he intends to draw the line
in a particular way and perceives it relative to other lines he has drawn or
intends to draw. The craft of art forgery, that is the generation of works in
the styles of established artists, provides a highly instructive inlet into
intention and the generative process. The able forger possesses great insight
into artistic strategy. Notorious forger Eric Hebborn (1934-1996) observed the
distinction between intended marks and copies in the preparatory drawings of
engravers. Although engravers’ drawings are sometimes mistaken for preparatory
studies by the original artists, Hebborn notes,
“All but the very best
of these engravers’ drawings can be distinguished from the original productions
by a certain lifelessness in the line. Every line is meticulously copied, but
in the process something of the spontaneous touch of the creative draughtsman
is lost. The reproductive engraver does not as a rule really know how to draw,
and can therefore only produce the outward appearance of the lines…” [4]
Hebborn
attributed this difference to the speed with which a line was drawn. The
engraver, by necessity, works much more slowly than the original artist. The
spontaneity to which Hebborn responds is the product of more than the speed,
technique and trajectory of the charcoal pencil as a line is drawn by the
artist. An artist draws each line with particular speed, technique and
trajectory because he intends something by drawing the line in this way. There
is a strategy and execution. The speed of the engraver’s stylus betrays the
authenticity of the work in two ways. Not only are the traces overtly
methodical leaving telltale signs of studied pressure variations, but they also
divulge an unnatural languidness and a misappropriated attention in the
aesthetic decision it attempts to imitate. The engravers and the original
artists do not share a similar context. Furthermore, they do not perceive or
define structure in either the original or the copy similarly. Successful
forgers such as Hebborn can intuit the original artists’ context and
perceptions. Additionally, given similar constraints Hebborn could strategize
similarly to produce comparable features and results without laboriously
copying existing patterns. Still, Hebborn worked by intuition, and what is
needed to better understand and model the generative processes is a more
empirical approach.
3. Style and Structure
Forgery
is not a craft generally associated with music. In music research, a more
conventional way to study generative process is to analyze and deconstruct
compositions, and subsequently synthesize via artificial or computational means
compositions that resemble those analyzed. Unlike forgery, this approach is
somewhat removed from artistic practice and has been primarily the province of
music theorists. It has provided a sophisticated understanding of similarity in
structure across works, and enumerated the variety of ways structure can be
perceived in these works. Validation for modelling and synthesis technique
comes from comparing features between real and artificially synthesized
artifacts, for example, in the work of composer David Cope. [5] Based on an
exhaustive analysis of a catalog of compositions, Cope created several music
systems that generate pieces in the styles of famous composers. Cope’s work
provides us with ample structural analysis of the original artifacts, and a
tremendous body of research about the computational modelling of musical
structure and style. Nevertheless, it leaves us with unsatisfying answers about
the human processes behind the generation of these artworks.
Detailed
statistical analysis of artifact features such as intervallic relationships in
the melodies of a particular composer are far more involved than any
observations made by a human composer for the purposes of his or her own
generative process, and lack the “spontaneity” Hebborn described. Additionally,
the deconstruction process on part of the non-creator (and model builder)
unavoidably emphasizes his or her own preferences for structural analysis. Such
choices may make for compelling generative art, but limit our perspective on
the generative process and how to model it. Our study attempts to move away
from theoretical definitions of structures. But the further away we move from
common knowledge, the less knowledge we share with the creator. As a result, we
must construct experimental scenarios in which creators can reveal information
about their perceptions and the saliencies of features within the patterns they
construct to non-creators.
How
can the non-creator gain access to the perceptions of the creator? The primary
objective of our study was to tie a generative decision - in this case the creation
of a musical pattern - to some measure of the creator’s perceptions. Since we
as non-creators are not privy to all the perceptions and constraints
influencing a composer, this coupling of perceptions to generated pattern can
help us to understand the influence of perception and constraint on the
generative process. In particular, we will look at composers’ strategies for
conceiving of structure, their preferences for particular combinations of
patterns, and their perceptions of similarity between patterns. Are there
styles of perceiving, and do the intuitions of individual creators yield a
distinct style that can be characterized? We will attempt to probe these
questions through a series of perceptual and cognitive experiments that use
musical games to collect information about the generative process in music.
4. Games
The
process of generating music may be compared to playing a game with goals,
constraints, rules and strategies. Games can serve as a model for the
interrelated mechanisms of music creation to some extent, but also provide a
format for an experimental technique. Games offer one way for creators
and non-creators to share, at least in part, a context. Games are relatively
well-bounded in that a set of constraints and objectives are pre-defined while
outcomes remain variable. We have devised musical composition games in which
the context, constraints and degrees of freedom available to creators is fixed
and well-defined. In these well-bounded composition games, creators generate
musical patterns.
Just
as observers can analyze the actions of game players, we will attempt to
analyze the actions of creators within composition games building on the
knowledge of the constraints and goals that we share with the creator. The
outcomes of games can be compared by looking at the outcomes of different
responses to the same game and responses to games with varying constraints or
goals. Patterns produced through composition games can be compared because the
circumstances through which they were generated are comparable. This approach
for analyzing the generative process has been used previously in Visual Design
research. [6, 7] We have adapted this technique for musical settings, and also
for isolating specific aspects of perception.
Our
composition games are simple, sparse and rhythmic. We hope that simplicity will
bring more clarity to some of the fundamental aspects of the generative process
in music. In the next sections, we survey three different types of musical
composition game, and report preliminary findings in each case. All the
composition games are played on a computer using a graphical interface, and all
the subjects in this study play an instrument or sing. They varied in age,
gender, musical education and experience, instrument played, and genre
preference.
5. Strategy
The
objective of the first of the three game-experiments was to see if similar
constraints would yield similar patterns, or similar strategies for generating
patterns. Twenty-one subject-composers made looping, rhythmic patterns for us
with simplistic sound samples that we provided. Samples consisted of a single
onset of one timbre pitched to a C or G. In all the experiments, to create the
patterns, subjects dragged and dropped sound samples on a graphical interface.
The samples were seen by subjects as numbered, blocks, with no musical notation
or waveform. Subjects could not modify the samples, only the times at
which they occurred, and there were some constraints on the intervals of
silence between samples. Some subjects were given via text target features to
incorporate into their newly, generated patterns. Subjects were also given a
questionnaire and asked to describe in writing their strategies for structuring
the patterns the way they did.
An
interesting thing appeared in the results. Although subjects generated very
different patterns, we observed some similar strategies among creators for
generating and describing structure in these patterns. Subjects often utilized
objects external to the pattern that they were generating as structural
templates. Subjects would then conceive of and perceive an overlap of features
between this object and the pattern’s features. These objects were often things
like events, objects from the physical world and occasionally linguistic
structures. As common, was a strategy that involved defining some internal
relationship between sound objects contained within the pattern, for example,
transformations, spatial or temporal relationships, or occasionally
hierarchical relationships. These structural templates appeared to be the basis
for generating structure. The next two game experiments take a far more
bottom-up approach, and look at preference and the perception of similarity. Do
musical creators share similar ways of perceiving structure?
6. Preference and Similarity
To
collect responses that can be measured more consistently across subjects, for
the next two experiments we used a set of nine rhythms (figure 1) as our set of
musical samples. This further reduced the degrees of freedom available and the
variation between patterns produced. Subjects added to or organized these short
patterns. Henceforth, these will be referred to as the “nine.” The nine,
rhythmic samples are all two seconds. Intervals of silence at the end of the
samples are preserved when they are concatenated together. Each sample has four
attacks or sound events of one percussive, instrument timbre. There are no
accents or alterations in pitch within each sample.
Because
we are looking for similar perceptions across creators, and subsequently to
better map their individual perceptions to the patterns they generate, we used
a preference and a similarity test using these nine rhythm samples to establish
a baseline for each subject and look for trends in the population. These were
perceptual tests rather than composition games. We will use the results of the
baseline in the analysis of the patterns produced in the games. Fourteen
subjects participated in the baseline.
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Figure 1: The nine,
rhythmic samples used in experiments 2 and 3.
7. Preference Baseline Test
The
first baseline test is for preference. The nine rhythm samples were combined
into eighty-one pairs. Subjects were told to think of the pairs as
antecedent-consequence or call and response phrases. The antecedents and
consequences were pitched a fourth apart. They were asked to perform a total
ranking of all eighty-one pairs. Subjects ranked the pairs for preference by
clicking and dragging samples into preference order on the computer screen.
Figure 2: Preference
Baseline Test
The
results revealed a tremendous amount of variation in preferences both within
the set of responses for each subject and between subjects. However, some
trends did emerge. There were some antecedents for which a significant number
of subjects chose the same consequence as the best sounding or most preferred.
There were a few instances where subjects who agreed on good
antecedent-consequence pair also agreed on poor pairings for the same
antecedent. Age, gender, musical experience and
education, instruments, and genre preferences were not good predictors of
preference ranking in this case. These findings suggest preference and
context are changing from antecedent to antecedent.
8. Similarity Baseline Test
In
the similarity baseline test, subjects listened to pairs of the nine rhythm
samples and were asked to rate each pair for similarity on a scale of zero to
ten. Zero indicated that the pairs are not in anyway similar, and ten indicated
that they are perceived as identical. These responses were then plotted using
multidimensional scaling (MDS). This provides a good visual representation for
similarity between patterns and a way to compare subjects’ responses. The
temporal position of the first two attacks within the rhythm appeared to be a
crucial determining factor for the majority of subjects. The nine can be
divided into three groups in which each of the three rhythms have the first two
attacks in common. The most basic rhythmic inference subjects can make is to
perceive metric subdivisions grouping rhythmic attacks in twos or threes. It
might also be assumed that some subjects responded more generally to the
features of regularity and density.
As
a result, in most of the MDS plots we see the nine rhythms segregated into
clusters in which the first two attacks are the same in the all within cluster
patterns. But also, three different proximity patterns, or styles of perceiving
similarity appeared the results. In type I, clusters of patterns 1,2,3; 4,5,6
and 7,8,9 are distributed in relative isolation from one another. This was the
largest group of responses. In type II, two of the three clusters are proximal.
This was the smallest category. In type III, the clusters are less distinct and
all the patterns are grouped close to each other.
Figure 3: Styles of
perceiving similarity. Examples of types I, II and III from left to right
(clusters grouped to illustrate proximity)
Again,
age, gender, musical experience and education, instruments and genre
preferences varied within each category. We used the baseline data to analyze
the patterns collected in the next two game experiments.
9. Make An Antecedent Game, Experiment Two
Experiment
Two explores the connection between preference and context. In this experiment,
the fourteen subjects created an antecedent pattern with four attacks and then
ranked the nine, given rhythm samples in order of preference as potential
consequences. To make an antecedent, subjects clicked and dragged samples into
place (figure 4). These samples consisted of one onset of the same percussive
sound used in the given nine consequences. Antecedents and consequences were
pitched a fourth apart. There were some constraints on temporal subdivisions of
the antecedent pattern, but more than nine rhythmic configurations are
possible. The downbeat was required. After creating the antecedent, the nine
consequences were shuffled into preference order. Subjects were asked to notate
which consequence they thought sounded worst, in other words, which was least
preferred as a consequence.
Subjects
then made the least preferred consequence pattern the most preferred. On new
workspaces, subjects generated new antecedents that made that previously least
preferred consequence now sound best or most preferred. All subjects could make
the worst better, but some could not make it best.
Figure 4: Make an
Antecedent Game
As
a result, we were able to plot out complete transitions from the preferred
pattern combination in the first part of the game through configurations where
the least preferred improves (figure 5).
Figure 5: Tracking
changes in preference from worst to best contexts
Interestingly, some
subjects created patterns that work well for both the original and new
antecedents. For example, in the chart above (figure 5), the second and third
most preferred consequences are the same for both antecedents. However, there
did not seem to be a correlation between the kinds of antecedents subjects
created and their preferences for antecedent-consequence pairings and/or their
perceptions of similarity reflected in the baseline tests. To address that
problem, we created one last game experiment.
10. Chain Four Patterns Game, Experiment Three
This
game used only the nine rhythm samples from the baseline tests. Ten subjects
generated new, rhythmic phrases by chaining four of the nine together. Again,
new patterns were generated by clicking and dragging samples into position.
Subjects were free to use any of the nine samples more than once. Each subject
created four pairs of chains. Chains within a pair were to be similar to each
other, but had to begin with a different one of the nine provided rhythm
samples. The first pair was to sound regular (whatever that meant to the
composer), the second irregular, the third dense and the last sparse. After
composing the chains, subjects were asked how many phrases they heard in each
chain - in other words, whether they heard these chains as having four phrases,
or had some other structure emerged.
Figure 6:
Chain Four Patterns Game
We
then mapped on each subject’s MDS plot the transitions between the nine given
rhythm samples in each chain. What results is an interesting representation of
a generative decision superimposed onto similarity space. The newly generated
pattern can be directly compared to each subject’s perception of structure.
Figure 7:
Plotting transitions across similarity space
These new chains can be divided into
three categories: circular chains in which chains begin and end on the same
rhythm; repetitive chains in which there is a repeated combination of patterns;
and asymmetrical chains in which the first and the last rhythms are different.
The majority of chains produced were asymmetrical. Also, new phrase structures
emerged even though subjects had been familiarized with the individual, nine
rhythms in the baseline. The majority of chains were heard as containing two
phrases. Interestingly, subjects with different MDS plots, or different styles
of perceiving similarity, followed similar strategies for constructing chains.
Therefore, it is likely we are witnessing the influence of some higher-level
criteria. In future, by further refining the constraints and limiting degrees
of freedom, we can further refine the connections between perceptions and
generated patterns.
11. Conclusions
Through
the game experiments, we were able to compare creators’ perceptions of
structure and the patterns they generated. These preliminary results revealed
three different styles of perceiving structure. Furthermore, we were able to
track changes in individual creators’ preferences as they generated patterns.
We offered a representation of a generative decision mapped onto similarity
space. Obviously, much more research is necessary to understand strategy,
preference and similarity in even this sparse generative context. However,
there are other form-bearing dimensions to consider, and we need to expand
beyond preference and similarity and develop more complicated games.
Nonetheless, these preliminary findings hold implications for
future simulations and syntheses of musical patterns with the mannerisms of
particular creators. We offer not only new ways that the generative process may
be observed, but also new types of representations for creators’ perceptions.
These maybe used to model the personal style and mannerisms of individual
artists. The
game-experiments provide insight into characteristics that correspond to the
idiosyncrasies that distinguish creators as well as to the similarities they
share. Also, elaboration on the analogy between games
and the generative process and generative strategizing presents further
potential for new models. Thus we, the modeller, are better equipped to
face the challenges of synthesizing patterns with stylistically salient
features.
References
[1]
Lefford, N. (2005) The Structure, Perception and Generation of Musical Patterns.
PhD thesis. Cambridge, MA: Massachusetts Institute of Technology.
[2]
Mitchell, W.J. (1992) The Reconfigured Eye: Visual Truth in the
Post-Photographic Era. Cambridge, Massachusetts: MIT Press. In particular Roger
Scruton’s argument about intentional and causal components in photography. p.
29-30
[3]
Habraken, N.J. and Gross, M., [et al.] (1987) Concept Design Games: A Report Submitted to The National Science
Foundation Engineering Directorate, Design Methodology Program. Cambridge,
MA: Dept. of Architecture, Massachusetts Institute of Technology. p. 2-10
[4]
Hebborn, E. (1991) Drawn to Trouble: The Forging of an Artist: An
Autobiography. Edinburgh : Mainstream. p. 213
[5]
Cope, D. (1991) Computers and Musical Style. Madison, WI: A-R Editions.
Also Cope, D. (2001) Virtual Music: Computer Synthesis of
Musical Style. Cambridge, MA: MIT Press.
[6]
Habraken, N.J. and Gross, M. (1987)
[7]
Iversen, O. and Buur, J. Design is a Game: Design Competence in a Game Setting.
Preprint. Habraken and Gross and Iversen and Buur are not the only ones to
utilize this design game technique, but they had a notable influence on this
study.