TY - GEN
T1 - EXPLORATORY STUDY ON QUANTIFYING COMPLEXITY IN THE TEMPORAL STRUCTURE OF ELECTROACOUSTIC MUSIC
AU - Hayata, Jumpei
AU - Honda, Shingo
AU - Arai, Soma
AU - Ohmura, Hidefumi
AU - Shibayama, Takuro
N1 - Publisher Copyright:
© 2024 Interfaces and Human Computer Interaction. All Rights Reserved.
PY - 2024
Y1 - 2024
N2 - The music created by this study’s authors was electroacoustic, which is more complex than ordinary popular music. Individuals often consider highly complex music as being difficult to understand; however, this study’s social activities, in which individuals were encouraged to create their own electroacoustic music, indicated that all participants enjoyed it. This indicated that efforts in this social practice may be changing “difficult things” into “fun things.” This process of extending “fun things” is useful for extending the concept of “entertainment” in Game and Entertainment Technology. Therefore, this study aimed to verify that complexity in music increases in the order of “normal (8-beat, etc.) music, experimental popular music, electroacoustic music, and noise music.” To test this hypothesis, this study attempted to compare the rhythmic structure of “normal music” and “experimental popular music.” The results indicated that the rhythmic structure of the experimental popular music was more complex than that of normal popular music. Furthermore, it is strongly suggested that electroacoustic music, which has no rhythmic structure, has a more complex rhythmic structure. Furthermore, it can be stated that inexperienced individuals enjoyed the creation of “music” that has no clear rhythmic synchronization. This extended these individuals’ traditional concept of “entertainment”, and can be further extended by deepening this activity in the future.
AB - The music created by this study’s authors was electroacoustic, which is more complex than ordinary popular music. Individuals often consider highly complex music as being difficult to understand; however, this study’s social activities, in which individuals were encouraged to create their own electroacoustic music, indicated that all participants enjoyed it. This indicated that efforts in this social practice may be changing “difficult things” into “fun things.” This process of extending “fun things” is useful for extending the concept of “entertainment” in Game and Entertainment Technology. Therefore, this study aimed to verify that complexity in music increases in the order of “normal (8-beat, etc.) music, experimental popular music, electroacoustic music, and noise music.” To test this hypothesis, this study attempted to compare the rhythmic structure of “normal music” and “experimental popular music.” The results indicated that the rhythmic structure of the experimental popular music was more complex than that of normal popular music. Furthermore, it is strongly suggested that electroacoustic music, which has no rhythmic structure, has a more complex rhythmic structure. Furthermore, it can be stated that inexperienced individuals enjoyed the creation of “music” that has no clear rhythmic synchronization. This extended these individuals’ traditional concept of “entertainment”, and can be further extended by deepening this activity in the future.
KW - Computer Music
KW - Electroacoustic Music
KW - Expansion of Domain of Entertainment
UR - http://www.scopus.com/inward/record.url?scp=85207068200&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85207068200
T3 - Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2024, IHCI 20244; Game and Entertainment Technologies 2024, GET 2024; and Computer Graphics, Visualization, Computer Vision and Image Processing 2024, CGVCVIP 2024
SP - 97
EP - 106
BT - Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2024, IHCI 20244; Game and Entertainment Technologies 2024, GET 2024; and Computer Graphics, Visualization, Computer Vision and Image Processing 2024, CGVCVIP 2024
A2 - Blashki, Katherine
A2 - Xiao, Yingcai
PB - IADIS
T2 - 18th International Conference on Interfaces and Human Computer Interaction 2024, IHCI 2024, the 17th International Conference on Game and Entertainment Technologies 2024, GET 2024 and the 18th International Conference on Computer Graphics, Visualization, Computer Vision and Image Processing 2024, CGVCVIP 2024, Part of the 18th Multi Conference on Computer Science and Information Systems 2024, MCCSIS 2024
Y2 - 13 July 2024 through 15 July 2024
ER -