Computer music - beginners
INFORMATIONS
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Objectives and content
The theory classes and tutorials are scheduled in computer room 419.
Their aim is to impart an in-depth knowledge and mastery of computer music tools:
- to get to know and explore the various computer tools needed for sound creation, particularly in the world of contemporary music and musical experimentation ;
- be familiar with the contemporary repertoire and the creative contexts (live performance, theatre, sound installations) in which these different techniques are used;
- master the programming and development of real-time processing and sound synthesis tools using various software: Max/MSP, Pure Data, Software from the IRCAM forum, Live, Max for live, GRM Tools, etc....
The workshop:
The work will be divided into three parts:
The designers/artists imagine the collective creation, both aesthetically (stage performance or artistic installation) and narratively (development of an experience, an object or an artistic statement that is innovative, interesting, and whose design is centred on the audience's experience).
The engineers confront these ideas with reality, test the technical resources at their disposal and validate the possibility of using them (taking into account human and technical resources, transmitting and sharing the ins and outs of the technical resources, to enable and guarantee a design).
Finally, they guide the group and document the information gathered, the ideas exchanged and the resources shared.
The facilitators present and pass on a set of methodological tools. They enable each group to make appropriate use of these tools:
- Examples for the "designer/musicians" group: brainstorming, paper prototyping and video prototyping.
- Examples for the "researchers" group: academic research methodology and digital documentation and collaboration tools
- Examples for the 'engineers' group: SCRUM sprints (agile method, for iterative development limiting the risks of not seeing the project through)
Mastery of digital arts project management tools:
- Knowing how to put an idea or a creative process into production
- Knowing how to structure, manage and lead a work team
- be able to list and categorise the expertise required
- be able to identify technological resources and specialists in different disciplines
- Know how to define an optimal organisation
Master the tools dedicated to collaborative working:
- know how to optimise the organisation of collaboration (collective intelligence)
- Be comfortable using methodological and organisational tools that promote communication, team cohesion, creativity, planning, communication and exploration.
Development of the skills and know-how needed by musician-sound engineers to meet the objectives of this course in a global approach combining research, creation/design and engineering.
Research skills :
Explore and make sense effectively,
Describe and analyse a context and the state of the art,
Propose an original contribution,
Propose means of analysis and experimental validation of this contribution,
Document effectively.
Engineering skills :
Confronting ideas and objectives with the reality of available resources (technical, financial, human);
Find their way around technical solutions, including those in which they have no expertise,
Evaluate the human resources needed to complete a project,
Define and stick to a schedule.
Designers and artists" skills:
Describing and questioning the state of the art,
Achieving multi-factor objectives (conceptual, narrative, aesthetic, social aspects, etc.)
Taking into account the end users of the creation (users/public)
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Entrance terms and conditions
FSMS 1-2
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Erasmus
No