I have a PhD in music technology from UCSD, where I studied with Miller Puckette. I have years of experience with recording, live sound reinforcement, and the usual studio audio software (e.g. ProTools). My specialty is interactive electronics, primarily programming in Pure Data (PD). I also have considerable experience using MAX/MSP/JITTER.
I am always interested in working with other artists. I have designed and implemented interactive electronics patches for composers including Kueiju Lin, Sean Griffin, Derek Keller, and Morton Subotnik. I have tutored many other artists in electronic music techniques. Additionally, I have been brought in by other programmers and technologists to assist with troubleshooting and debugging various multi-media works.
I am based in the New York Capital Region and am availible for hire. I have experience working remotely and can complete all or most of a project from a distance if necessary. I am willing to travel, should the scope of a project require my physical presence.
I have a long standing interest in Musical Games that grew out of a desire to explore the computer's idiom to write more robust and idiomatic pieces for interactive electronics. The idea behind these pieces is that the score can be replaced by a video game. The game state will be sonified to produce the electronics part. The moves in the game are made by playing certain sounds or by playing certain ways. The choice of sounds mapped onto control and the strategy involved in the game produces emergent musical form from the performer.
There is a tension between making a good video game and having processing power for good, glitch-free electronics. Play any modern 3d video game and the fan on your device will pop on: not something we want in concert halls. I've leaned towards lo-fi games; I'm not sure I've found the ideal medium but I keep looking.
I have an ongoing project on evolving waveforms with genetic algorithms. The goal is to produce a series of pieces that reflect the evolutionary process. Here's a bunch of related documentation:
- My dissertation — " Evolutionary Sound: a Non-Symbolic Approach to Creating Sonic Art with Genetic Algorithms" (pdf)
- A short paper published in Proceedings of the 2004 International Computer Music Conference — " Evolving electroacoustic music: the application of genetic algorithms to time-domain waveforms" (pdf)
- My masters thesis — " Evolving Waveforms with Genetic Algorithms" (pdf)
- Peruse the overview that briefly explains the algorithm.
- Skip straight to the results section for how the algorithm behaved in testing.
- Some compositions using genetic algorithms.
My first quarter of grad school, I did a little project comparing different denoising algorithms. I thought I'd never care about it again, but I keep pulling the pd patch out to use for other projects. So I've cleaned it up and posted it for anyone who wants to be able to effortlessly switch between four different denoising algorithms. Fun.
- denoising patch for pd— you'll want to right/ctrl-click the link if you want to actually download the patch instead of seeing it as gibberish on your screen.
- The denoising paper (pdf) written for the course. It may be only of archaeological interest, but it describes the algorithms in more detail than the comments in the patch.
- This patch has been used by Shinsuke Hishitani, as part of a Software Defined Radio patch.