I am mainly a human-computer interaction researcher, so I work with a range of topics in this field. Below are my primary, secondary and tangential interests. Please consider these when proposing a project idea or when discussing one of my proposals below.
- Primary interests: Music Interaction, Embodied Interaction and Personal Fabrication.
- Secondary interests: AI music (e.g. neural synthesis), Audio Programming, Playfulness and Games, and New Materials for Interaction.
- Tangential interests: Experiential Design, Mixed Reality Technology and Human-Robot Interaction.
Disclaimers:
You do not need to be a musician, or have a background in music to work with me. Ideally you should have an interest in interactive technology, aesthetic experiences and physical computing.
If you cannot work in any of my areas of expertise I recommend you choose another supervisor. If however you were randomly allocated to me, it would be your responsibility to adapt to my expertise, not the other way around.
The scale and complexity of the project will depend on your level. If you are an enhanced MSc student, it is expected that your project is more research-heavy but also more innovative (in terms of exploring a research gap), ideally to academic publication standards, and that it does so through an interactive technology prototype. The same applies for summer MSc students but bearing in mind the shorter time period to deliver the project.
Alternatively, third-year UG students have the opportunity to spend more time developing a prototype (with a heavier focus on software development), and your research contribution would be less demanding. However, this does not preclude you from aiming to deliver a publication-ready (or commercialisable) high quality project.
For any project you choose, you can explore a range of technologies that I am familiar with, such as maker platforms like Bela, Raspberry Pi or Arduino, sensors, and software tools like VCV Rack, JUCE, Unity (and Chunity) or Pure Data. You can deploy your project across various technologies, such as web-based graphical interfaces, mobile devices, or desktop applications. Below are some project suggestions.
Software based musical instruments, such as Samplebrain, Bespoke or VCV Rack are used by thousands of musicians to produce music. Some of these are open source and have garnered worldwide communities of users.
In particular, VCV rack offers free or low-cost virtualisations of major Eurorack module manufacturers. For this project you may design a VCV rack module that offers a novel type of interaction or utility:
https://vcvrack.com/manual/PluginDevelopmentTutorial
Alternatively, you may also develop a VST using JUCE which is the industry-standard tool for making software applications for digital synthesis and audio production. Previous student projects have explored how to develop a matrix synth in the web using JUCE.
I am interested in learning experiences for learning less common musical instruments (please no more piano training experiences, this has been already well over-explored). Past student projects have explored learning experiences for Tabla, carnatic singing, flute playing and matrix synthesis.
For this project you may develop a VR-based instrument, or add a virtual layer or AR interface overlay to an instrument. You could also explore mobile-based ideas, like applications or gestural paradigms (with the device's sensors), as well as web applications like Ableton's synthesis learning page.
Musical games often reduce the music performance experience to a synchronicity task (i.e., pressing buttons in time with a visual guide). However, there are many other more musical approaches to be explored, like emergent minimalistic composition. The interest challenge with this project is balancing playability with musicality. Past projects have explored autonomous musical agents and SMARC-type effects. You may use Unity and its Chuck plugin for synthesis: Chunity (tutorials available at https://chuck.cs.princeton.edu/chunity/).
Musicians do many other things besides playing music. For example, transcribing music, ear training, composing, songwriting, etc. Think of tools like MuseScore or Guitar Pro, which are used by musicians to read, play and practice music. However, other experimental tools can be designed, maybe you could use biosensors to prompt a guitarist to relax when practicing? Maybe you want to log playing patterns over time or generate etudes based on a musician's musical preferences? Prior student projects are exploring how to create automatic transcription tools for guitar.
You can also think "outside" of the instrument, and make an accessory device for it, or a wearable device for its player (e.g., my strap-based controller: video, paper).
While not everyone plays musical instruments, musicality is an inherent human quality (cf. Henkjan Honing). This project is open for students who are not musicians but are interested in exploring how human musical traits like beat induction can be explored as a way of inducing musicality in non-musicians. In the past, students have explored how head bobbing or foot tapping can drive participation with immersive visuals in music listening experiences. For this project option, you may also try sound or sensor based interactions, as well as AI-based tools (such as Wekinator). You may also explore audio-reactive visuals as an implementation (see Suiteru's work).
Cover art for a book titled "Musicality" by C. Sutton.