Louis Daignault, Universite Laval
Computers are commonly believed to modify how
we do traditional tasks, amplifying or extending our capabilities,
with the assumption that these tasks stay essentially the same (Pea,
1985). According to this amplification metaphor, technologies amplify
our powers, allowing us to accomplish activities more efficiently and
in less time, but without changing the nature of these activities.
The term amplification, in the scientific sense, refers precisely to
the intensification of a signal (e.g., acoustic, electronic), which
does not undergo change in its basic structure.
A primary role for computers, however, is changing
the tasks we do by reorganizing our mental functioning, not only by
amplifying it (Pea, 1985). According to Salomon (199 1), the
reorganization metaphor suggests that the partnership with computers
affords the opportunity to engage in new tasks that involve mental
operations that could not have been employed without it. Therefore,
it might be said that the real power of technology is in its ability
to redefine and fundamentally restructure what we do and how we do
it.
Thanks to recent advances in computer technology,
for instance, the traditional distinction between the act of
composing and performing are becoming blurred in the field of
interactive composition (Rowe, 1993). No doubt, emerging ways of
creating music with computers will compel researchers involved in the
study of children's composition to examine not only how the computer
extends or amplifies children's compositional abilities -in the
traditional sense but also how the technology modifies and transforms
the activity of composing itself.
In this conference, I will present a custom
composition program for children which integrates some of the aspects
of interactive composition. This computer program, named MAXime (MAX
for Interactive Music Education), is currently developed using the
MAX programming environment. I will first present basic features and
selected objects in MAX, and show how, by connecting objects
together, it is possible to create programs that work in real time,
therefore allowing interactive music making. This will be followed by
a brief definition of the concept of interactive composition and,
finally, a presentation of MAXime.
The MAX programming environment
MAX is a graphical programming environment
developed at the Institut de Recherche et de Coordination
Acoustique/Musique (IRCAM) at Paris. It was commercialized by the
company Opcode in the early 1990s. ( The name of the program is in
honor of Max Mathews, considered a father of computer music.)
MAX does not use a linguistic metaphor and is thus
more adequately described as a graphical programming environment,
instead of a programming language. Programs are written in MAX by
placing graphical objects in a Patcher window and connecting them
with patch cords to make "patches". A patch is a basic structure in
MAX. It is constituted form a series of selected objects logically
(and artistically) connected together.
Objects appear on the computer screen as boxes
that contain either text or icon. Typically, objects have inlets at
the top, used to receive information from other objects, and outlets
at the bottom, used to send information to other objects in the
patcher. Objects are connected together (with a patch cord) simply by
dragging from the outlet of one object over to the inlet of the other
object.(2A few objects lack either inlets or outlets, because they
receive or send information directly from MIDI, from somewhere
outside of the patch that contains them. For instance, the "NoteIn"
object has no inlet because it receives the information (note number
and velocity) directly from the MIDI controller being played.)
MAX has more than 100 built-in objects, each of
which performs one or more specific tasks. The actual function
performed by an object box depends on the name typed into it. The
name (or the symbol as +, =, <) is like a verb describing what the
object will do. Other objects are user interface objects such as
buttons, dials, sliders and keyboard. In addition, there are external
objects that can be loaded into MAX when it is running, and it is
possible to create custom objects that can be used inside any other
programs.
MAX allows one to develop real-time music
applications. Because of its speed, this programming environment
enables developers to write interactive programs which generate music
instantly based on what is it played, or which modify the performance
as it is realized. Professional programmers can write specialized
objects in MAX (in C language) and, in the spirit of HyperCard's
external commands (xcmd), powerfully extend the initial environment.
MAX is currently MIDI oriented, but coming versions should integrate
both MIDI and Digital Signal Processing (DSP) capabilities (Rowe,
1993).
Interactive composition
Interactive composition, a term coined by one
of the pioneers of this field, Joel Chadabe, is a sort of hybrid
creative process between composition and improvisation (Yavelow
1992). In interactive systems, the composer organizes not a musical
structure in itself (an independent unity as in traditional
composition), but rather a mode of functioning that generates new
structures in every performance. In one of the Chadabe's interactive
compositions entitled "Echoes", the sounds played by the performer
(or improviser) are delayed a few seconds. After having been
transformed by a sound processing system, they are played back to the
performer (as distant echoes) to which the performer reacts in
deciding, in real time, how to play the next notes. The system thus
uses the performer's action as partial control for the music,
generates musical events not assumed by the performer, and directs
the sound devices in generating sounds (Chadabe, 1989).
Unlike algorithmic compositions, which reinforce
the formal aspect of computers with complex sets of rules and
procedures, interactive systems qualitatively change the nature of
experimentation with compositional algorithms (Rowe, 1993). Because
interactive composition integrates the act of performing, the
composition process is not left entirely to the algorithms programmed
in the system, but leaves room for musical decision-making based on
human criteria, including intuition, feeling and tacit knowledge. For
this reason in particular, I believe that interactive composition has
great potential for music education.
MAX for Interactive Music Education (MAXime)
A composition is traditionally defined as a fixed
series of pitches and durations that can be replicated integrally.
MAXime is based on a different conception of composing which has been
partially inspired by the concept of interactive composition.
Composing with MAXime involves two distinct
phases. In the first phase, the child is invited to create a
melodic/rhythmic structure. This melody, represented by graphic
notation, provides the basic structure of the composition (see the
window "NewMelody" in Figure 1). Unlike the traditional way of
composing, though, this structure is not viewed as a final product
but rather as the basic structure to be modified and transformed in
real-time.
The second phase consists of selecting the loop
option (so that the melody repeats itself until the stop button is
pressed) and then to perform the melody by modifying it on the fly
(in real time) using the many options available: changing the volume,
the tempo, the pitch level (transposition); playing the melody in
retrograde, in mirror, in retrograde/mirror; adding parallel voices,
playing these voices in canon, changing the timbre of each voice; and
so on.
While the basic melody created during the first
phase of the composing process remains the same, the interaction with
the melody (played in loop) during the performing phase of the task
generates new musical structures in every performance. In this
perspective, MAXime integrates the concept of interactive composition
as defined by Chadabe (1989).
Composing with MAXime, thus, includes both the
construction of a new melodic line, which is constantly repeated
(loop), and its transformation with the options available. There is
also the possibility of recording all the operations done on the
melody in real time, and to save the resulting music for additional
editing (in a sequencer program, for instance). In this regard,
MAXime becomes a collaborator in the composing process.
Coda
The development of MAXime is based on the notion
that music educators should play a leading role in the design of
music software. This belief was partially inspired by Reimer's
suggestion (1989) that music educators should assume a proactive role
in the computer revolution, and Webster's description (1992) of a new
stage in technological innovation in which art educators should not
merely react to commercial products, but assume a central role by
developing custom software.

References
Chadabe, J. (1989). Interactive composing: An overview. In C. Roads (Ed.), The Music Machine. Cambridge: The MIT Press.
Pea. R. (1985). Beyond amplification: Using the computer to reorganize mental functioning. Educational Psychologist, 20 (4), 167-182.
Reimer. B. (1989, March). Music education as aesthetic education: Toward the future. Music Educators Journal, 26-32.
Rowe, R. (1993). Interactive music systems: Machine listening and composing. Cambridge: The MIT Press.
Salomon, G. (1991). On the Cognitive Effects of Technology. In Landsman, L. (Ed.), Culture, Schooling, and Psychological Development. Norwood, New Jersey: Alex Publishing Corporation.
Webster, P. (1992, July/August). Custom-designed software in the arts: The educator as expert. Design for Arts in Education, 37-44.
Yavelow, C. (1992). MacWorld Music and Sound Bible. San Mateo: IDG Books Worldwide Inc.