Thursday, 28 October 2010

How can the music industry engage with fans?

ARTICLE FROM WIRED.CO.UK

By Duncan Geere |05 February 2010 |Categories: CultureTechnology

Interactive music
The music industry seems to be in trouble. The major labels have been in free-fall for a decade. Consumers are increasingly spending their time and money on videogames. The charts are a never-ending list of X-Factor finalists. Despite a stream of young acts bubbling under the surface, fewer bands seem to be 'making it' than ever.
Many pin the blame on the web -- where a slow start from the industry has put the power into the hands of technology companies and filesharers. But the music industry has begun to fight back. A growing trend is seeing music becoming more interactive, using games, websites and mobile apps to allow people to play with music, rather than just listening to it.
The idea behind all of this interactivity is to increase what marketers call "engagement". With the vast quantities of entertainment content being pushed at people every waking hour of the day, how do you make something stick? By allowing the listener space to explore the music themselves by giving them simple remix tools, or playing a game that interacts with the music.
The positive effect of this approach has already been seen. Aging rock acts have seen an entirely new generation of fans appearing at their concerts and buying their music simply because it's included in games like Rock BandGuitar Hero. The sales of Aerosmith's "Same Old Song and Dance" jumped 500 percent the week after it was released as downloadable content for Guitar Hero. and
Even lesser-known acts can benefit from this effect. Powermetallers Dragonforce also saw sales of their song "Through the Fire and Flames" - thought to be one of the hardest tracks in the game - jump 500 percent after Guitar Hero III's release. At Christmas 2007, when many had just been bought iTunes gift cards and a copy of Guitar Hero, the sales jump reached nearly 2000 percent above pre-release figures.
Another attempt at benefiting from a gaming/music tie-in is being pioneered by a company called Reality Jockey with an iPhone application called RjDj. The app can change and adapt songs based on input from the handset's various sensors - if the phone is moving about a lot, the music could become more intense. If you're walking, the beat can match your pace. It can even take a microphone input to inject ambient noise into the songs.
This means that you never hear the song twice in the same way. Depending on how obvious or subtle the changes are in a particular piece, the song can be relatively unchanged by this external input, or it could be dramatically different. Little Boots has her own RjDj application that offers "secret" sections of her single Remedy if you listen to the track in the right environments. A perfect recipe to get fans to listen incredibly intently to the track.
Another app, Retro racing game Lilt Line, challenges you to avoid walls while tapping the screen of your phone in time with a dubstep beat provided by 16bit. It's an album of sorts -- there are 14 songs in 14 levels --  but unlike a traditional album, you can't listen to the later songs until you've passed the first ones.
But some don't like this technique, seeing it as a marketing gimmick polluting the simple, pure expression of musical talent and emotion. Other companies are trying to tap into this opposing sentiment, delivering stripped down experiences that present just the music and do it with the minimum of fuss.
The most famous of these accolytes of simplicity is Swedish music streaming service Spotify, which puts you mere seconds away from any of the 7 million tracks in its library -- then promptly gets out of the way and just lets you listen to it. You can create playlists, share tracks with friends, and listen on your phone, but the music listening experience always takes centre stage (if you pay not to have ads).
Another service, Soundcloud, offers a very simple way for musicians to share their tracks with both collaborators and the public. Upload a sound file, and you can then embed it onto a blog or website. It is interactive -- it invites listeners to comment on particular moments of the track -- but that interactivity never gets in the way of the act of listening, it merely augments it.
Andy Malt, editor of industry newsletter CMU Daily, told Wired UK: "Most people don't want to have to jump through hoops to listen to music that they've just paid for. I engage with music by listening to it and I don't feel that relationship needs to be "enhanced" in any way."
"However, I can see why putting one of your songs in a game is a smart move, even if you make it downloadable for free. In fact, more so if it's free. You've got a captive audience who might listen to that song over and over again, sometimes in one sitting".
There may be a way of artfully and gracefully making music more interactive. RjDj's experiments with enviromental modification are an interesting start. But we're yet to see a truly great piece of musical art that comes in the form of an iPhone game.
In fact, right now, most of the offerings from the major labels contain constant offers of lyrics, biographies, tour dates and merchandise that barely conceal a frantic, desperate attempt to upsell in any way possible. It degrades the music that it accompanies. It cheapens the experience.
And the other problem is that many of these approaches limit how and when you can listen. You can't transfer any of the music that you've bought in Guitar Hero or Rock Band to your MP3 player. You can't burn the music out of Lilt Line onto a mix CD to play in your car. It's stuck -- which devalues it further.
So while there may be a lot of potential and value in what games, mobile applications and the web can bring to music, let's have a little bit of restraint. Interactivity should augment music, not swamp it in a mess of marketing. Ultimately, the songs should speak for themselves.

Pink Floyd -The Wall Tour



using visuals, creating an experience to engage with music, makes people remember it !







Richie Hawtin -Live Visuals Iphone App

I also saw Richie Hawtin's live show at Bestival which was truely immense, here's a view videos below. Interactive phone app where you have control of the live music, have an input into it. Also high tech visuals used to parallel the music.



Richie Hawtin (Plastikman) also had created an app for the iphone where you were able to interact with the visuals and sounds within the live show!


Tuesday, 19 October 2010

Smirnoff ice- Nightlife exchange project




this new project by smirnoff connects with my idea of being involved in /creating and experience. 
i like how people have the chance to input their ideas, in turn it creates a night that people will love and will be fully engaged with

Wednesday, 13 October 2010

'what i found so challenging about this subject is it is so difficult to explain through words, no one will understand unless they too have been there and experienced it for themselves'

quoting myself from my presentation this statement keeps cropping up all the way through my project and is directing my line of thought... what can i do/ Fever Ray do, that will allow us to share the experience we had?

could i send something out to the fans to create their own experiences or re-live the experience she had created.

how can i get people at home to engage with music on other levels, not just listening to the cd but creating an experience like ones at live shows.

Monday, 11 October 2010

Colours used in the performance



The colours used in the performance are mainly blue green and purple, with soft glows of yellow/ orange from the haunting lampshades.

Green: Affects the nervous system, and is hypnotic and sedative. Lowers blood pressure. It is useful in cases of exhaustion, neuralgia, nervous irritability, anxieties, neurotic fears, and headaches. Has an overall calming affect (This is why green is used in operating theatres and on hospital gowns for its calming effect). Comforting.

Violet: Has the most subduing influence followed by purple.

Blue: Light blue: Youthful, cool, masculine
Dark blue: Calming, trustworthy, stable, mature

Green Color  Green

Green is the color of nature. It symbolizes growth, harmony, freshness, and fertility. Green has strong emotional correspondence with safety. Dark green is also commonly associated with money.
Green has great healing power. It is the most restful color for the human eye; it can improve vision. Green suggests stability and endurance. Sometimes green denotes lack of experience; for example, a 'greenhorn' is a novice. In heraldry, green indicates growth and hope. Green, as opposed to red, means safety; it is the color of free passage in road traffic.
Use green to indicate safety when advertising drugs and medical products. Green is directly related to nature, so you can use it to promote 'green' products. Dull, darker green is commonly associated with money, the financial world, banking, and Wall Street.
Dark green is associated with ambition, greed, and jealousy.
Yellow-green can indicate sickness, cowardice, discord, and jealousy.
Aqua is associated with emotional healing and protection.
Olive green is the traditional color of peace.

Blue Color  Blue

Blue is the color of the sky and sea. It is often associated with depth and stability. It symbolizes trust, loyalty, wisdom, confidence, intelligence, faith, truth, and heaven.
Blue is considered beneficial to the mind and body. It slows human metabolism and produces a calming effect. Blue is strongly associated with tranquility and calmness. In heraldry, blue is used to symbolize piety and sincerity.
You can use blue to promote products and services related to cleanliness (water purification filters, cleaning liquids, vodka), air and sky (airlines, airports, air conditioners), water and sea (sea voyages, mineral water). As opposed to emotionally warm colors like red, orange, and yellow; blue is linked to consciousness and intellect. Use blue to suggest precision when promoting high-tech products.
Blue is a masculine color; according to studies, it is highly accepted among males. Dark blue is associated with depth, expertise, and stability; it is a preferred color for corporate America.
Avoid using blue when promoting food and cooking, because blue suppresses appetite. When used together with warm colors like yellow or red, blue can create high-impact, vibrant designs; for example, blue-yellow-red is a perfect color scheme for a superhero.
Light blue is associated with health, healing, tranquility, understanding, and softness.
Dark blue
represents knowledge, power, integrity, and seriousness.

Purple Color  Purple

Purple combines the stability of blue and the energy of red. Purple is associated with royalty. It symbolizes power, nobility, luxury, and ambition. It conveys wealth and extravagance. Purple is associated with wisdom, dignity, independence, creativity, mystery, and magic.
According to surveys, almost 75 percent of pre-adolescent children prefer purple to all other colors. Purple is a very rare color in nature; some people consider it to be artificial.
Light purple is a good choice for a feminine design. You can use bright purple when promoting children's products.
Light purple evokes romantic and nostalgic feelings.
Dark purple evokes gloom and sad feelings. It can cause frustration.

Colours and emotions

Many languages contain expressions that use colour metaphorically (common examples in English include "green with envy," "feeling blue," "seeing red," "purple passion," "white lies," and "black rage.") this can make it difficult then to translate these ideas in to other languages in different cultures.
Although the medical benefits are still in question, colour has been shown to cause definite physical and emotional reactions in humans and in some animals.
People who view a display of unusual colours produced by special illumination may experience headaches and nervous disorders; tasty wholesome food served under such conditions appears repulsive and may even induce illness.
Scientific evaluations have linked the sensations of relaxation or pleasure, tension or irritation, spirituality or passion to the influences of colour. A number of studies over the years have looked at the relationship between colour and emotions. This can have a number of practical applications. Children who are taught in a predominantly red classroom will become irritable. The impact of strong reds could be one reason why so many fast food chains are coloured red, yellow or orange. Studies suggest this stimulates the customers making them hungry yet impatient at the same time (New Idea, 20/06/92 p. 43 Colour Your World).
Understanding the psychological effect that light has on us is important in relating to light and colour. When light strikes our eyes, it stimulates a chain of events throughout the body. These reactions might be, a quickening of the nervous system, excitation or depressing, and effect of tranquillity etc. Feelings of irritation or pleasure may occur.
Some basics in colour theory involve the idea of "colour temperature", temperature being defined as colours that would be considered cool, warm or even hot.
Colours in the muted blue, green and violet range are considered as "jewel tone colours". They are "Cool colours" and are, restful, and tranquil for the eye. Warm colours would be defined as muted range of red, brown and orange. These colours are used to keep the mind stimulated and alert. Hot colours are yellow, pink, bright orange, and pure red. The uses of these colours are for the purpose of exciting the eye. The soft colours are blue, green, and violet. Soft colours are also known as cool colours, because of the cooling effect they have psychologically. They also have a quieting and relaxing effect, although they can be cold in some way if not lifted by something else.  

-science states that the colours used in the performance should result in feelings of tranquility and restful.  the colours and use of lighting has major effects on the mood created and the emotion of the audience.