In a historical moment when the musical creation is moving away from the digital audio workstation and at the same time brand new and old companies in the scene are reintroducing analog musical devices, the market is moving along in this direction allowing new musical interactions. The analog modular synthesizers were the first examples of how, provided an open standard, many small firm could take part in big fairs such as the NAMM in Anaheim, California and the Superbooth in Berlin. The Japanese companies Korg and Roland, following the success of the analog rebirth, are reproducing their old best-sellers of the seventies / eighties, while the Swedish Teenage Engineering become popular with its retro-look devices. Parallel to these events, the introduction of Arduino has overturned the schemes for acquiring instruments: designing instead of buying, customizing instead of being satisfied. The open-source microprocessors have reduced the gap between consumer and prosumer, allowing the first to become the second category. With my project I want to create a physical platform in which I can integrate the versatility of digital audio and the reliability of an analog instrument, relying to the open-source culture (both software and hardware) giving the possibility to users and / or companies to be able to access it to create systems that increase their expressive possibilities. The first part shows the scientific components of sound, showing both the propagation of sound waves at a theoretical level and the perception of the auditory apparatus with its merits, defects and limits. The second part focuses on the history of everything related to the reproduction and archiving of sound and music until the present days, giving a preview of what the future developments and trends in music could be. The third part focuses on the theme on which the final project will then be based: a return to the origins, the resumption of a past trend but that relives today consciously of the enormous improvements brought by the introduction of digital and a more connected world. Some current case studies of companies that have taken this path and their differences are taken into consideration. The fourth part analyzes the advantages and possibilities offered by digital fabrication and open-source culture and the possibility of replicating them anywhere, by anyone. The desire to make the project open and repeatable brings with it some limits in the subsequent design phase, which massively define the aesthetics of P.O.S.S. In the fifth part, are illustrated the concept and the motivations that led to the development of the project, as well as the development of the project itself and all the experiments performed in order to make the project expandable but above all reproducible. The conclusions, starting from the current characteristics and the limits of open technologies, identify possible future implementations and developments of the project and new business opportunities for P.O.S.S.
In un momento storico in cui la creazione musicale si sta allontanando dalle digital audio workstation e, contemporaneamente nuove e vecchie aziende del settore stanno reintroducendo dispositivi musicali analogici, il mercato si sta muovendo in questa direzione permettendo nuove interazioni musicali. Il caso dei sintetizzatori modulari analogici è stato l’esempio apripista di come, fornito uno standard aperto, numerose neonate piccole aziende si stiano diffondendo sempre più nelle fiere di settore come il NAMM di Anaheim, California e il Superbooth di Berlino. Le aziende giapponesi Korg e Roland, sull’onda del successo della rinascita dell’analogico, stanno riproducendo i loro vecchi best-seller degli anni settanta/ottanta, mentre la svedese Teenage Engineering spopola con i suoi dispositivi retro look. Parallelamente a questi eventi l’introduzione di Arduino ha ribaltato gli schemi di acquisizione degli strumenti: progettare invece di comprare, personalizzare invece di accontentarsi. I microprocessori open-source hanno ridotto il gap tra consumer e prosumer, permettendo ai primi di rientrare sempre più nella seconda categoria. Con il mio progetto di tesi voglio creare una piattaforma fisica in cui riuscire a integrare la versatilità dell’audio digitale e l’affidabilità di uno strumento analogico, affidandomi alla cultura open-source (sia software che hardware) dando la possibilità a utenti e/o aziende di poterne accedere per creare sistemi che vadano ad aumentarne le possibilità espressive. La prima parte illustra la componente scientifica del suono, mostrando sia a livello teorico la propagazione delle onde sonore, sia la percezione dell’apparato uditivo con i suoi pregi, difetti e limiti. La seconda parte pone l’attenzione sulla storia di tutto ciò che riguarda la riproduzione e l’archiviazione del suono e della musica fino ad arrivare ai giorni odierni, dando un’anteprima a quali potrebbero essere i futuri sviluppi e trend nell’ambito musicale e sonoro. La terza parte è incentrata sul tema su cui si baserà poi il progetto finale: un ritorno alle origini, la ripresa di un trend passato ma che oggi rivive consapevole degli enormi miglioramenti portati dall’introduzione del digitale e da un mondo più connesso. Vengono presi in esami alcuni casi studio attuali di aziende che hanno intrapreso questa strada e le loro differenze. La quarta parte analizza i vantaggi e le possibilità offerte dalla digital fabrication e dalla cultura open-source e la possibilità di replicarle ovunque, da chiunque. La volontà di rendere il progetto aperto e replicabile porta con sè alcuni limiti nella successiva fase di progettazione, che definiscono massivamente l’estetica di P.O.S.S. Nella quinta parte viene illustrato il concept e le motivazioni che hanno portato allo sviluppo del progetto, nonchè lo sviluppo del progetto stesso e tutte le sperimentazioni eseguite al fine di rendere il progetto espandibile ma soprattutto riproducibile. Le conclusioni, partendo dalle attuali caratteristiche e dai limiti delle tecnologie aperte, individuano possibili future implementazioni e sviluppi del progetto e nuove opportunità imprenditoriali per P.O.S.S.
Printed on-board sound system. Piattaforma open source per la creazione musicale
ASCANI, ANDREA
2018/2019
Abstract
In a historical moment when the musical creation is moving away from the digital audio workstation and at the same time brand new and old companies in the scene are reintroducing analog musical devices, the market is moving along in this direction allowing new musical interactions. The analog modular synthesizers were the first examples of how, provided an open standard, many small firm could take part in big fairs such as the NAMM in Anaheim, California and the Superbooth in Berlin. The Japanese companies Korg and Roland, following the success of the analog rebirth, are reproducing their old best-sellers of the seventies / eighties, while the Swedish Teenage Engineering become popular with its retro-look devices. Parallel to these events, the introduction of Arduino has overturned the schemes for acquiring instruments: designing instead of buying, customizing instead of being satisfied. The open-source microprocessors have reduced the gap between consumer and prosumer, allowing the first to become the second category. With my project I want to create a physical platform in which I can integrate the versatility of digital audio and the reliability of an analog instrument, relying to the open-source culture (both software and hardware) giving the possibility to users and / or companies to be able to access it to create systems that increase their expressive possibilities. The first part shows the scientific components of sound, showing both the propagation of sound waves at a theoretical level and the perception of the auditory apparatus with its merits, defects and limits. The second part focuses on the history of everything related to the reproduction and archiving of sound and music until the present days, giving a preview of what the future developments and trends in music could be. The third part focuses on the theme on which the final project will then be based: a return to the origins, the resumption of a past trend but that relives today consciously of the enormous improvements brought by the introduction of digital and a more connected world. Some current case studies of companies that have taken this path and their differences are taken into consideration. The fourth part analyzes the advantages and possibilities offered by digital fabrication and open-source culture and the possibility of replicating them anywhere, by anyone. The desire to make the project open and repeatable brings with it some limits in the subsequent design phase, which massively define the aesthetics of P.O.S.S. In the fifth part, are illustrated the concept and the motivations that led to the development of the project, as well as the development of the project itself and all the experiments performed in order to make the project expandable but above all reproducible. The conclusions, starting from the current characteristics and the limits of open technologies, identify possible future implementations and developments of the project and new business opportunities for P.O.S.S.File | Dimensione | Formato | |
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tesi Andrea Ascani.pdf
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https://hdl.handle.net/10589/149287