This demonstrative presentation focuses on gamification of the Human-Computer Interaction (HCI) in my recent live electronic music composition: Super Colliders for three pitch-producible instruments (2018). Gamification is a design concept described as “the use of game design elements in non-game contexts”(Deterding et al, 2011). This approach has been applied to, for example, educational software design in order to motivate learners. In the field of music, there has been already several precedents of incorporating game elements in Game Pieces—musical compositions whose unfolding is not predetermined like most pieces in classical music, but is determined in real-time according to rules, chance operations and competitive strifes between performing opponents toward a goal, similar to sports and video games—such as Cobra (J. Zorn, 1984) and Duel (I. Xenakis, 1959) composed only for human performers, and “Glimmer” (J. Freeman, 2004), “Foxconn Frequency” (S. Remy, 2013) and “Game Over” (C. Ressi, 2017) involving both human performers and live electronics. These pieces reveal an important question: how can a gamified performance demonstrate real-time interactions between the human- performer and a computer agent in a way that is perceptible to the audience? My piece addresses the question by means of audiovisual performance. In this presentation, I will discusses the piece’s game design from several aspects such as performative system, goal and rules, motivational affordance, the use of graphics, interaction design, computer agent design and sound design, following a demonstrative performance of the composition.
Kings Theatrical Society Room