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Crafting the Language of Robotic Agents: A vision for electroacoustic music in human–robot interaction

Published online by Cambridge University Press:  19 September 2022

Frederic Anthony Robinson
Affiliation:
Creative Robotics Lab & Interactive Media Lab, University of New South Wales, Australia. Email: frederic.robinson@unsw.edu.au
Mari Velonaki
Affiliation:
Creative Robotics Lab, University of New South Wales, Australia. Email: mari.velonaki@unsw.edu.au
Oliver Bown
Affiliation:
Interactive Media Lab, University of New South Wales, Australia. Email: o.bown@unsw.edu.au
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Abstract

This article discusses the role of electroacoustic music practice in the context of human–robot interaction (HRI), illustrated by the first author’s work creating the sonic language of interactive robotic artwork Diamandini. It starts with a discussion of the role of sound in social robotics and surveys various notable conceptual approaches to robot sound. The central thesis of the article is that electroacoustic music can provide a valuable source of aesthetic considerations and creative practice for the creation of richer and more refined sonic HRIs by giving practitioners new ways to create believable sounding objects, to convey fiction, agency and animacy, and to communicate causality in auditory feedback. To demonstrate this, the authors describe the rationale for treating robot sound design as a compositional process and discuss the implications of the endeavour’s non-linear and site-specific nature. These considerations are illustrated using sound examples and design decisions made throughout the creation process of the robotic artwork. The authors conclude with observations on how the compositional process is affected by this particular application context.

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Type
Article
Copyright
© The Author(s), 2022. Published by Cambridge University Press
Figure 0

Figure 1. A top-level view of the robot soundscape.

Figure 1

Figure 2. The robotic artwork Diamandini explores the sharing of physical space between robotic agents and humans.

Figure 2

Figure 3. Deriving Diamandini’s language from various stone-based sound sources and instruments.

Figure 3

Figure 4. Diamandini’s language is informed by various external real-time parameters.

Figure 4

Figure 5. Left: Using drivers on a magnetic whiteboard to experiment with different distributions (Robinson 2020). Centre and right: Diamandini with different loudspeaker positioning.

Figure 5

Figure 6. An overview of the creation process of Diamandini’s language. Creative Decisions are made in the authoring environments above, and then (re-)evaluated on the sound reproduction systems below as back and forth.

Figure 6

Figure 7. Right: After being created in a traditional studio environment, sound is adjusted for Diamandini’s speaker distribution. Left: Sound is broken down into layers and segments to be mapped to robot behaviour and environment in game audio engine Wwise.

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