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The DIY orchestra of the future

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    I want to talk to you about one thing
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    and just one thing only,
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    and this has to do with when people ask me,
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    you know, what do you do?
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    To which I usually respond,
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    I do computer music.
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    Now, a number of people
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    just stop talking to me right then and there,
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    and the rest who are left usually have
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    this blank look in their eye,
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    as if to say, you know, what does that mean?
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    And I feel like I'm actually depriving them
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    of information by telling them this,
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    at which point I usually panic
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    and spat out the first thing that comes to my mind,
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    which is, I have no idea what I'm doing.
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    Which is true.
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    That's usually followed by a second thought,
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    which is, whatever it is that I'm doing,
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    I love it.
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    And today, I want to, well,
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    share with you something I love,
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    and also why.
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    And I think we'll begin with just this question:
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    what is computer music?
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    And I'm going to try to do my
    best to provide a definition,
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    maybe by telling you a story
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    that kind of goes through some of the stuff
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    I've been working on.
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    And the first thing I think in our story
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    is going to be something called ChucK.
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    Now, ChucK is a programming language for music,
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    and it's open source, it's freely available,
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    and I like to think that it crashes equally well
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    on all modern operating systems.
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    And instead of telling you more about it,
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    I'm just going to give you a demo.
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    By the way, I'm just going to nerd out
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    for, like, just a few minutes here,
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    so I would say, don't freak out.
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    In fact, I would invite all of you to join me
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    in just geeking out.
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    If you've never written a line
    of code before in your life,
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    do not worry.
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    I'll bet you'll be able to come along on this.
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    First thing I'm going to do is to make
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    a sine wave oscillator,
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    and we're going to called the sine wave generator
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    "ge."
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    And then we're going to connect "ge" to the dac.
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    Now this is kind of the abstraction
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    for the sound output on my computer. Okay?
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    So I've connected myself into the speaker.
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    Next, I'm going to say my frequency
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    is 440 Hz,
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    and I'm going to let time advance
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    by two seconds through this operation.
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    All right, so if I were to play this
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    — (sine wave) —
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    you would hear a sine wave
    at 440 Hz for two seconds.
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    Okay, great. Now I'm going to copy and paste this,
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    and then just change some of these numbers,
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    220.5, 440 I shall leave it as that,
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    and .5 and 880.
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    By doubling the frequency,
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    we're actually going up in successive octaves,
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    and then we have this sequence
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    — (sine waves) — of tones.
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    Okay, great, now I can imagine creating
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    all kinds of really horrible
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    single sine wave pieces of music with this,
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    but I'm going to do something
    that computers are really good at,
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    which is repetition.
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    I'm going to put this all in a [??] loop,
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    and you actually don't need to indent,
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    but this is purely for aesthetic reasons.
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    It's good practice,
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    and when we do this
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    — (sine waves) —
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    that's going to go on for a while.
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    In fact, it's probably not going to stop
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    until this computer disintegrates.
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    And I can't really empirically prove that to you,
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    but I hope you'll believe me when I say that.
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    Next, I'm going to replace this 220
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    by math.random.
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    I'm going to generate a random number
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    between 30 and 1,000 and send that
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    to the frequency of me.
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    And I'm going to do this every half a second.
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    (sine waves)
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    Let's do this every 200 milliseconds.
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    (sine waves)
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    One hundred.
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    (sine waves)
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    All right.
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    At this point, we've reached something
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    that I would like to think of as
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    the canonical computer music.
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    This is, to me, the sound that mainframes
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    are supposed to be making
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    when they're thinking really hard.
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    It's this sound, you know, it's like,
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    the square root of five million, and —
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    So, you know, is this computer music?
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    Yeah, I guess by definition,
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    it's kind of computer music.
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    It's probably not the kind of music you would listen to
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    cruising down the highway,
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    but it's a foundation of computer-generated music,
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    and using ChucK,
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    we've actually been building instruments
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    in the Stanford Laptop Orchestra,
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    based right here at Stanford Center for
    Computer Research in Music and Acoustics.
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    Now the Laptop Orchestra is an ensemble of laptops,
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    humans, and special hemispherical speaker arrays.
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    Now the reason we have these
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    is so that for the instruments that we create
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    out of the laptop, we want the sound to come
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    out of somewhere near the instrument
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    and the performer,
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    kind of much like a traditional, acoustic instrument.
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    Like, if I were to play a violin here,
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    the sound would naturally not come out of
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    the P.A. system, but from the artifact itself.
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    So these speakers are meant to emulate that.
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    In fact, I'm going to show you
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    how we actually built them.
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    The first step is to go to IKEA
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    and buy a salad bowl.
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    This is an 11-inch BLANDA MATT.
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    That's the actual name,
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    and I actually use one of these
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    to make salad at home as well, I kid you not.
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    And the first step is you turn it upside down,
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    and then you drill holes in them,
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    six holes per hemi,
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    and then make a bass plate,
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    put car speaker drivers in them
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    along with amplifiers in the enclosure,
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    and you put that all together and you have
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    these hemispherical speaker arrays.
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    Add people, add laptops,
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    you have a laptop orchestra.
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    And what might a laptop orchestra sound like?
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    Well, let me give you a demonstration
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    of about 200 instruments we've created so far
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    for the Laptop Orchestra.
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    And what I'm going to do is
    actually come over to this thing.
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    This thing I have in front of me
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    actually used to be a commodity gaming controller
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    called a Gametrak. All right.
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    This thing actually has a glove
    you can put on your hands.
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    It's tethered to the base,
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    and this will track the position of your hands
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    in real time.
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    It was originally designed as a golfing controller
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    to detect the motion of your swing.
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    That turned out to be a rather large
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    commercial non-success,
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    at which point they slashed prices to 10 dollars,
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    at which point computer music researchers
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    said, "This is awesome!
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    We can prototype instruments out of this."
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    So let me show you one instrument we've created,
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    one of many, and this instrument
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    is called "Twilight,"
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    and it's meant to go with this metaphor
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    of pulling a sound out of the ground.
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    So let me see if this will work.
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    (Music)
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    And put it back.
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    And then if you go to the left,
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    right,
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    it sounds like an elephant in pain.
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    This is a slightly metallic sound.
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    Turn it just a bit.
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    (Music)
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    It's like a hovering car.
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    Okay.
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    This third one is a ratchet-like interaction, so
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    let me turn it up.
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    (Music)
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    So it's a slightly different interaction.
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    The fourth one is a drum.
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    (Music)
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    And finally, let's see,
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    this is a totally different interaction,
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    and I think you have to imagine that there's
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    this giant invisible drum sitting right here on stage,
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    and I'm going to bang it.
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    (Drum)
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    (Laughter)
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    So there we go, so that's one of many instruments
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    in the Laptop Orchestra.
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    (Applause)
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    Thank you.
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    And when you put that together,
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    you get something that sounds like this.
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    (Music)
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    Okay, and so, I think from the experience
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    of building a lot of instruments
    for the Laptop Orchestra,
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    and I think from the curiosity of wondering,
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    what if we took these
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    hopefully expressive instruments
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    and we brought it to, like, a lot of people,
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    plus then a healthy bout in insanity,
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    like put those three things together,
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    led to me actually co-founding a startup company
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    in 2008 called Smule.
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    Now Smule's mission is to create
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    expressive, mobile music things,
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    and one of the first musical instruments
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    we created is called Ocarina.
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    And I'm going to just demo this for you real quick.
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    So Ocarina
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    — (Music) —
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    is based on this ancient flute-like instrument
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    called the Ocarina,
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    and this one is the 4-hole
    English Pendant configuration,
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    and you're literally blowing into the microphone
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    to make the sound.
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    And there's actually a little ChucK script
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    running in here that's detecting
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    the strength of your blowing
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    and also synthesizing the sound.
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    (Music)
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    And vibrato is mapped to the accelerometer,
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    so you can get...
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    (Music)
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    Right. So let me play a little ditty for you,
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    a little Bach.
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    And here, you'll hear a little
    accompaniment with melody.
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    The accompaniment actually follows the melody,
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    not the other way around.
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    (Music)
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    And this was designed
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    to let you take your time
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    and figure out where your expressive space is,
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    and you can just hang out here
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    for a while, for a really
    dramatic effect, if you want,
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    and whenever you're ready...
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    (Music)
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    And on these longer notes,
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    I'm going to use more vibrato
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    towards the end of the notes
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    to give it a little bit more of an expressive quality.
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    (Music)
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    Huh, that's a nice chord to end this excerpt on.
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    (Applause)
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    Thank you.
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    So I think a good question to ask about Ocarina is,
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    is this a toy or this an instrument? Maybe it's both,
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    but for me, I think the more important question is,
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    is it expressive?
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    And at the same time, I think
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    creating these types of instruments
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    asks a question about the role of technology,
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    and its place for how we make music.
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    You know, apparently, for example,
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    not that long ago, like only a hundred years ago,
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    that's not that long in the course of human history,
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    you know, families back then
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    used to make music together
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    as a common form of entertainment.
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    I don't think that's really happening
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    that much anymore.
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    You know, this is before radio, before recording.
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    In the last hundred years, with all this technology,
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    we now have more access to music
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    as listeners and consumers,
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    but somehow, I think we're making less music
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    than ever before.
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    I'm not sure why that would be.
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    Maybe it's because it's too easy just to hit play.
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    And while listening to music is wonderful,
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    there's a special joy to making music
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    that's all its own.
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    And I think that's one part
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    of the goal of why I do what I do
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    is kind of take us back to the past a little bit. Right?
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    Now, if that's one goal, the other goal
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    is to look to the future and think about
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    what kind of new musical things can we make
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    that we don't perhaps yet have names for
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    that's enabled by technology, but ultimately
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    might change the way that humans make music.
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    And I'll give just you one example here,
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    and this is Ocarina's other feature.
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    This is a globe,
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    and here you're actually listening
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    to other users of Ocarina
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    blow into their iPhone to play something.
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    This is "G.I.R." from Texas,
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    "R.I.K." I don't know why it's these
    three-letter names today, Los Angeles.
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    They're all playing pretty, like,
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    somewhat minimal music here.
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    (Music)
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    And the idea with this is that, well,
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    technology should not be foregrounded here,
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    and — (Laughter) —
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    we've actually opened this up.
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    The first thought is that, hey, you know,
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    there's somebody somewhere out there
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    playing some music,
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    and this is a small but I think important
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    human connection to make
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    that perhaps the technology affords.
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    As a final example,
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    and perhaps my favorite example,
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    is that in the wake of the 2011 earthquake
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    and tsunami disaster in Japan,
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    a woman reached out in one of our singing apps
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    to try to get people to join in to sing with her
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    on a version of "Lean On Me."
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    Now, in these apps, there's this thing that allows
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    any user to add their voice
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    to an existing performance by any other user
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    or group of users,
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    so in some sense, she's created this kind of
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    global ad hoc corral of strangers,
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    and within weeks, thousands of people
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    joined in on this,
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    and you can kind of see people
    coming from all around the world
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    and all these lines converging on the origin
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    where the first rendition of the song was sung,
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    and that's in Tokyo.
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    And this is what it sounds like
    when there's a thousand people.
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    This is a thousand voices.
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    (Recording) ♪ Sometimes in our lives ♪
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    ♪ We all have pain, we all have sorrow ♪
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    ♪ But if we are wise ♪
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    ♪ We know that there's always tomorrow ♪
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    ♪ Lean on me ♪
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    ♪ When you're not strong ♪
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    ♪ And I'll be your friend ♪
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    ♪ I'll help you carry on ♪
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    ♪ For it won't be long ♪
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    ♪ Til I'm gonna need ♪
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    ♪ Somebody to lean on ♪
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    ♪ Just lean on — ♪
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    Is this computer music?
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    (Applause)
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    Was that computer music?
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    Yeah, I guess so: it's something that you really
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    couldn't have done without computers.
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    But at the same time, it's also just human,
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    and I think what I've essentially answered so far
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    is maybe why I do the stuff that I do,
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    and let's just finally return to the first question:
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    what is computer music?
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    And I think that the catch here is that
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    at least to me computer music
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    isn't really about computers.
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    It is about people.
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    It's about how we use technology
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    to change the way we think
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    and do and make music,
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    and maybe even add to how we can
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    connect each other through music.
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    And with that, I want to say,
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    this is computer music, and thank you for listening.
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    (Applause)
Title:
The DIY orchestra of the future
Speaker:
Ge Wang
Description:

more » « less
Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
17:36
  • I believe the transcription from 0:12 to 0:14 is wrong, I think it should be " Intuitively I usually respond " instead of " to which I usually respond".

English subtitles

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