THE BRITISH LIBRARY

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18 posts categorized "Sound and vision"

20 August 2019

Innovation Labs and the digital divide

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Guest posting by Milena Dobreva-McPherson, Associate Professor Library and Information Studies UCL Qatar with contributions from Tuesday Bwalya, Lecturer, Library and Information Science Department, The University of Zambia (UNZA) and Fidelity Phiri, Visiting Researcher, UCL Qatar.

Can you recall seeing an interesting digital cultural heritage object from Zambia lately? If you search the Europeana Collections portal, you will find some 2500 digital objects coming from European heritage institutions. Alongside these items, you can enjoy the sound recording of a grunting and splashing Hippopotamus captured on 2 July 1985 on Luangwa river in Zambia. This object was aggregated from the British Library’s sound collection

Digitisation efforts of various Zambian institutions date back to 2002; for example, at the National Archives of Zambia (which does not have its own website at the time of writing this post), finding digital content originating from Zambian institutions is currently a challenge, unless you are visiting these institutions in person. One possible reason is that institutions in Zambia digitise for the purposes of internal collection management, preservation, and on-site use, like many other organisations. A rare exception is the digitised collection of the records of the United National Independence Party (UNIP) of Zambia, which was created in 2007 in collaboration with the Endangered Archives Programme of the British Library. While it cannot be accessed on any Zambian digital platform, it is available on the website of the British Library.

Is this situation (of very little accessible digital material online in the archives) common for all cultural sectors? Let us have a look at museums. In this domain, the Livingstone Museum was the first to carry out digitisation activities in 2009. The National Museum Board of Zambia, an umbrella organisation for 5 national and 2 community museums, also has an online presence with digitised images. However, trying to explore the Photo gallery or Audio/video files in the Multimedia section on the website returns the ominous 404 Page not found error although the Board definitely has plenty of objects to share. 

Certainly, one could argue that the poor institutional online digital presence is to be expected in a country within the Global South where a digital divide still exists.  After all, even finding data to assess the scale of this digital divide is a challenge, and the body of publications on digital divide in Africa had been quite limited with some 100 identified works over 12-year period (2000-2012). There is also a lack of recent estimates on the state of technological use in museums. Back in 2002, Lorna Abungu suggested that "[a]t present, out of 357 known museums throughout the African continent (including the Indian Ocean islands), only seventy-five have – on an institutional level – at least basic Internet access for e-mail." 

And, while tackling the digital divide is one of the big challenges of the Global South, when we look at it specifically from the digital cultural heritage perspective it has a global effect. Those within the divide are not able to use modern information and communication technologies to their full advantage. This is one of the reasons digitisation is either delayed or caters only for on-site use in Zambia, for example. But for those on the other side of the divide it results in impaired access to the digital heritage currently being accumulated in the regions affected by the digital divide. This is why the users searching for the sounds of hippopotamus splashing will have a chance to discover them only if they are deposited in a collection on the other side of the divide. 

To foster a change within this current situation of a lack of accessibility to the digital cultural heritage of Zambia, UCL Qatar joined forces with the National Museums Board of Zambia to deliver a day-long workshop on Innovation Labs in Cultural Heritage Institutions which was hosted on 1 August, 2019 by the Livingstone Museum. You can read more about this event , in a 'Reflections from the First Sub-Saharan African Workshop on Digital Innovation Labs in Cultural Heritage Institutions' blog post.

Fig. 4. Workshop participants
Fig. 1. After discussing how to overcome some of the disadvantages of the digital divide:
Participants in the Innovation Labs in Cultural Heritage Institutions which was hosted on 1 August, 2019 by the Livingstone Museum

There was a clear message from Mahendra Mahey, of British Library Labs that innovation in user engagement can start small, with the use of open source tools and popular web platforms. This event provided useful insights on the questions newcomers to the Innovation Lab community have to ask. In September, a Book Sprint to develop the first guide for setting up, running and maintaining a Digital Cultural Heritage Innovation Labs will be held in Doha, Qatar. 

Here are some of these interesting questions for the wider labs community:

  • Keeping in mind how the level of technological innovation is different on both sides of the divide; what should an innovation lab within the divide offer? Incremental innovation to the state of technology around or advanced innovation to match the global leaders?
  • How much can open platforms support innovation for these labs?
  • Can the route of using predominantly open tools and platforms for innovation labs be used also as a way to enhance open science in the Global South? 

Until a shift in the digital access happens, we will continue browsing some digital content on Zambian heritage coming from other cultural heritage organisations outside Zambia, beyond the digital divide.

Fig. 4. Workshop participants Dr Milena Dobreva-McPherson, is Associate Professor Library and Information Studies at UCL Qatar with international experience of working in Bulgaria, Scotland and Malta. Since graduating M.Sc. (Hons) in Informatics in 1991, Milena specialized in digital humanities and digital cultural heritage in the Bulgarian Academy of Sciences, where she earned her PhD in 1999 in Informatics and Applied Mathematics and served as the Founding Head of the first Digitisation Centre in Bulgaria (2004); she was also a member of the Executive Board of the National Commission of UNESCO. Milena’s research interests are in the areas of innovation diffusion in the cultural heritage sector; citizen science; and users of digital libraries. Milena is a member of the editorial board of the IFLA Journal - Sage, and of the International Journal on Digital Libraries (IJDL) - Springer and a member of the steering committed of the three biggest conference series in digital libraries, IJDL, TPDL and ICADL. Consultant of the Europeana Task Force on Research Requirements.  

Tuesday Mr Tuesday Bwalya, Lecturer, Library and Information Science Department, The University of Zambia (UNZA). He holds a Master’s Degree in Information Science from China. In addition, Mr. Bwalya has received training in India and Belgium in Library Automation with Free and Open Source Library Management Systems such as Koha and ABCD. His research interests include free and open source library management systems; open access publishing; database systems; web development; records management; cataloguing and classification.

Fidelity Fidelity Phiri is currently employed as Librarian at Moto Moto Museum and a visiting researcher at UCL Qatar. He has worked for National Museums Board of Zambia since 2001. He  holds a Bachelor's degree in Library and Information Science from the University of Zambia. Fidelity  also graduated in April 2019 from UCL Qatar and  is a holder of a Master’s degree in Library and Information studies. His research interests are in bibliometrics studies and digital humanities/units  that provide access to digital collections.

Acknowledgements: We would like to thank Fred Nyambe for the photos and Dania Jalees for the editing.

15 August 2019

Creating Geo-located Digital Sound Walks

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A few months ago, here at the British Library we held an interesting Exploring with Sound Walks event, that discussed digital projects that connect literature, sound recordings, place, technology and walking. Several digital tools were mentioned by the presenters at this event, so this post, by Marcin Barski, is a practical guide for creating geo-located sound walks.

We hope you are inspired to create your own walks, listen to sound walks, vote for your favourite (you need to be logged in to vote), and maybe attend one of the Sound Walk Sunday events taking place on the 1st and throughout the month of September 2019. If you can easily travel to London, you may also be interested in attending a Sound Walk Sunday walkshop in and around the British Library, taking place 10:00-13:00 on Saturday 31st August.

Man standing next to a tree, wearing headphones and listening to a sound walk experience
Image copyright Stefaan van Biesen

Over to Marcin for his advice on creating sound walks:

Let's start with some basic definitions. A sound walk is any activity that involves both walking and some form of listening. Listening is a much broader term than most of us would ever suspect. It can basically relate to the very act of giving attention to sound, but if we focus on details we soon realise that, as much as it happens mostly involuntarily, in certain circumstances and contexts we can direct it at the topics or phenomena that otherwise would have been lost in the very rich audiosphere that incessantly surrounds us.

It's rather important to understand that those topics and phenomena do not necessarily need to be of audial nature. Using pre-recorded sets of narratives, spoken word or studio-engineered music, we can make our audience aware of stories normally hidden from sight.

In recent years several tools have been developed that help sound walk artists, educators and creators place sounds in exact locations. Once placed, we need to tell our audience how to find and experience them. This can be achieved by voice instructions, QR codes or most commonly (and conveniently) by using mobile apps that determine the user's position via GPS and trigger sounds in the exact locations where we would like them to be heard.

Below you will find a quick guide on how to start creating your own geo-located sound walk, along with descriptions of some of the tools that can make the process smooth and stress free.

  1. Know your subject

The very first thing you will need to do is to decide what story you want to tell. Do you know it well enough already, or is there a need to do some research? Is the story self-explanatory, or will you need to explain some or all details to your audience? And - actually, maybe the first question to ask - is it a story at all? Some sound walks can be based on natural recordings and music only, meaning the whole covered area changes its character without a single word.

Once your story is ready, decide how it should be conveyed to your audience. Do you prefer to tell the story yourself, or maybe it will be better to find and interview other people with significant knowledge of the topic? Creating a sound walk can sometimes be similar to working on a radio piece, in which important elements are delivered by experts or insiders. Will you need to record everything yourself or is it possible to find archival sounds that would add something valuable to your content?

  1. Choose the area

In the next step you will need to decide what area should be covered with your sounds and narratives. Would you like the sounds to be located only in the described and meaningful locations, or would you prefer to have the whole area covered with some more or less abstract background recordings? In the latter case, you need to take into consideration that the larger the area, the more sounds will be needed to fill all the silent spaces.

Bear in mind that your audience will most likely experience your piece by foot, hence the distances between the particular spots should not be too large. The best results are achieved when distances between the sounds allow for smooth and undistracted strolling.

Remember to consider safety! Don't force your audience to walk in hazardous or restricted areas. They will be using headphones, so choose a route away from busy roads.

  1. Choose your tools

Each app you are going to use will come with specific requirements for the format or duration of your recordings. In most cases these requirements will be easy to meet, but make sure you are doing it correctly right from the beginning to avoid the hassle of file conversion or additional editing in later stages. You will find helpful descriptions of some of the available apps below.

Creating a geo-located sound walk can be fun not only for you, but also for others. Consider working in a group in which all of you have assigned tasks or subjects to cover. You will be surprised how much a socially creative activity it can become. Some people create sound walks with children, or with their local community groups.

  1. Recording and editing

We don't all carry high quality microphones in our pockets. Of course, if you want to create an audiophile experience, you will need to secure professional audio recorders and microphones, however technology is not a barrier anymore. You can even use your smartphone to make your recordings - their quality will definitely be good enough to record speech.

If you'd like to use background sounds, and you have no means of making the recordings yourself, there are repositories of sounds available on the Internet. Impressive collection of sounds can be found, for example, on the British Library's SoundCloud channel. You can also search at http://archive.org and http://freesound.org - which are available for you to use free of charge.

There's quite a number of open-source and free sound editing software on the Internet. If you're not a professional sound designer, most likely Audacity will be enough for you. It's easy to use and has all the features you may need. It's also quite popular so you will find many helpful tutorials online.

  1. Placing sounds

This is probably the most pleasant and at the same time the most challenging part of the work. Be prepared to spend hours in your chosen area and to have your patience tested. Although most of the apps allow for fairly accurate placing of sounds, you will need to test each single location yourself. Sometimes you will need to move a sound by a few metres, other times you will want to change the way in which two sounds interact with each other. Wear comfortable shoes and submit to the trial and error process. Despite the challenges, trust us, it's fun!

  1. Go public and advertise

Once you are sure that all of your recordings are out there and in the exact places you want them to be, you can make your walk public. In most of the available apps you can publish with just one click. And when it's public, don't forget to tell everyone to try it. It's very rewarding to hear back from your audience - you will realise how much your work has re-shaped their perception of the chosen space.

Person standing in front of a church building, they are wearing headphones and listening to a sound walk
Image copyright Stefaan van Biesen

Here is a list of digital tools and platforms available for making sound walks:

Echoes

Echoes gives you the freedom to explore breath-taking GPS-triggered audio tours wherever you are. With the Echoes Creator, you can quickly and easily upload audio, images, and text, geolocate them on the map, and publish them for the world to see. Just add shapes to the map, which create geofenced areas. These will trigger content when your listeners physically walk inside them.

Echoes is free to use and available at http://echoes.xyz

PlaceCloud

Placecloud's mission is to reveal the cultural significance of everyday places. To achieve this, they have invented something called 'placecasts', or place-specific podcasts: short audio recordings with GPS coordinates attached to them. Users can listen to them while being physically present in the places they refer to.

Placecloud keeps the process simple: many of the steps described above won't be necessary when working with this tool. By adding your recordings you become part of a wider community of 'placecasters'.

http://www.placecloud.io

VoiceMap

VoiceMap is a tool for digital storytelling in public spaces. It's designed for storytellers and passionate locals all over the world who can - in an easy way - share their thoughts and narratives about the places they live in. As a creator you can guide your audience around your city - and get paid for this.

http://voicemap.me

Locosonic

Similar to Echoes, Locosonic is designed for creating "movies for your ears" - as they call it. Locosonic Soundscapes link sounds, music and stories to a location. While exploring an area, you will hear the Soundscape that matches your location. Like an additional sense, Locosonic allows you to experience places through their stories and music.

http://www.locosonic.com

CGeomap

CGeomap  is a collaborative tool which allows people to work together on the same project. Very easy to use, it creates simultaneously an online map and a browser-based web app, geolocating audio, text and visual content, without the need to install on your device.

It is more limited in terms of sound than Echoes or Locosonic, but adds media to your walk, and generates simultaneously an online media map, accessible for all on desktop. An extra feature allows the user to shift, while walking, from one map to the other, activating up to three layers of content in one place.

Info: http://bit.ly/300hpMS

Aporee

radio aporee ::: miniatures for mobiles is a platform for (creating) sound walks. These are created and organised by a web-based editing tool and listened to with a mobile phone app, while walking outside, at the site where the piece is created for. In addition to the phone apps, a (prototype) browser-based web app is also available, without the need to install the app on your device.

https://aporee.org/mfm/


We hope you have fun making and listening to sound walks! Sound Walk Sunday events are taking place on the 1st and throughout the month of September 2019. One of them "Ecumenopolis – the whole world is one city", by Geert Vermeire, is being made for walkers around the British Library London, the State Library of Moscow, the National Library of Greece and the City Library of Sao Paulo, so we can't wait to listen to this work.

This post is introduced by Digital Curator Stella Wisdom (@miss_wisdom) and Andrew Stuck from the Museum of Walking.  Many thanks to Marcin Barski, curator, music publisher, sound and installation artist, co-founder of the Instytut Pejzażu Dźwiękowego (Polish Soundscape Institute) for writing this practical guide to creating sound walks.

16 May 2019

Exploring with Sound Walks

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Interested in literature, sound recordings, place, technology and walking? Then you may wish to attend our upcoming Exploring with Sound Walks event at the British Library on the afternoon of Friday 7th June. Places are free, but please book here; https://soundwalks.eventbrite.co.uk.

Following on from our recent ‘Season of Place’, which was about all things digital mapping; at this Sound Walks event Mahendra Mahey from BL Labs will talk about the Library’s current Imaginary Cities exhibition, which showcases fantastical cityscapes created by the Library’s artist in residence Michael Takeo Magruder. Michael used cutting–edge digital technologies to remix images and live data from the Library’s digital collection of historic urban maps to create fictional and beautiful cityscapes, including an explorable algorithmically generated virtual reality work.

Imaginary Cities exhibition trailer

Bringing us back to exploring real world physical cities; Andrew Stuck, Founder of the Museum of Walking and podcaster at Talking Walking will talk about sound walks, explaining what they are and giving an overview of Sound Walk Sunday, which is scheduled for Sunday 1st September 2019 and the week following.

Sound walk sunday 2019

A sound walk is any walk that focuses on listening to the environment, or adds to the experience for example through the use of sound recordings; a scripted narrator, or choreographed score etc.

Sound Walk Sunday has a map and directory of sound walks on their website, and they facilitate a worldwide network of creatives, institutions and museums to share practices and knowledge around sound walks and walking pieces. Furthermore, this initiative curates a collaborative resource of educative materials, which is available to the public, empowering people to create their own sound walks.

To give examples of the types of works and digital technologies that can be used to create sound walks, there will be a series of short talks and videos by:

Trailer for Alastair Horne's creative audio project set in Brompton Cemetery

We are hoping the Exploring with Sound Walks event will encourage people to make entries for the current Sound Walk Sunday open call, which is inviting people to create outdoor audio, geo-located, immersive performances, listening walks and sound walks.

Furthermore, we would be delighted if any new sound walk works use our Wildlife Sounds. To explain more about these recordings, Cheryl Tipp, Curator of Wildlife & Environmental Sounds at the British Library will talk about this fabulous collection, giving examples of how they have been used creatively by sound artists and game designers, to sow some seeds of inspiration.

Hope to see you there! - Friday 7th June, British Library, book here; https://soundwalks.eventbrite.co.uk.

This post is by Digital Curator Stella Wisdom (@miss_wisdom

29 March 2019

Staying Late at the Library ... to Algorave

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Blog article by Algorave audio-visual artist Coral Manton. Coral is curating this British Library Lates Algorave in collaboration with British Library Events, BL Labs, Digital Scholarship and The Alan Turing Institute.

On the 5th April British Library Lates will host an Algorave in the atrium. Algorave artists will live-code music and visuals, writing code sequences generating algorithmic beats beneath the iconic Kings’ Library Tower.

Alex Mclean
Alex Mclean AKA Yaxu

The scene grew out of a reaction to ‘black-boxing’ in electronic music - where the audience is unable to interface with the ‘live-ness’ of what the performer is making. Nothing is hidden at an Algorave. In an Algorave you can see what the performer is doing through code projected onto walls in realtime. The creative process is open and shared with the audience. Code is shared freely. Performers share their screens with the crowd, taking them on a journey through making - unmaking - remaking, thought processes laid bare in lines of improvised code weaving it’s way through practised shaping of sound.

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Coral Manton AKA Coral

As a female coder, becoming part of the Algorave community has led me to reflect on the power of seeing women coding live, and how this encourages greater participation from women. Algorave attempts to maintain a positive gender balance. More than this the joy of seeing women confidently and openly experimenting with code, sharing their practise, making mistakes, revelling in uncertainty and error, crashing-restarting-crashing again to cheers from the supportive crowd willing the performances to continue sharing the anarchic joy of failure in a community where failure leads to new possibilities.

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ALGOBABEZ AKA Shelly Knotts and Joanne Armitage

Algorave is a fun word - an algorithmic rave - a scene where people come to together to create and dance to music generate by code. Technically Algorave is described as "sounds wholly or partly characterised by the emission of a succession of repetitive conditionals”. The performers writes
 lines of code that create cyclic patterns of music, layered to create an evolving composition. The same is applied to the visuals: live coded audio reactive patterns, showing shapes bouncing, revolving, repeating to the beat of the music. All of this creates a shared club experience like no other.

Visual Artists Antonio Robert AKA hellocatfood: “I like to do Algorave because I think it runs an otherwise perfect black box computer into a live performance instrument. Playing at an Algorave forces me to abandon what I know and respond to everything happening around me. It shows me that even something as meticulously designed as a computer is a living tool that is subject to randomness and mistakes.”

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Antonio Roberts AKA hellocatfood

Algorave is an open, non-hierarchical global community, with it’s hub in Sheffield. There have been Algoraves in over 50 cities around the world. Algorave is not a franchise, it is a free culture, anyone can put on an Algorave - however their approach should align with the ethos of the community. Algorave collapses hierarchies - headliners are generally frowned upon. Diversity is key to the Algorave community. Algorave is open to everyone and actively promotes diversity in line-ups and audiences. The community is active both online and at live events organised by community members. The software people use is created within the community and open-source. There is little barrier to participation. If you are interested in Algorave come along, speak to the performers, join the online community, download some software
(e.g. IXI LangpuredataMax/MSPSuperColliderExtemporeFluxus, TidalCyclesGibberSonic PiFoxDot and Cyril) and get coding.

If this sounds like your scene or you want to know more, please join us at the Algorave Late Event. Tickets available here: https://www.bl.uk/events/late-at-the-library-algorave

Also check out https://algorave.com & https://toplap.org

13 February 2019

BL Labs 2018 Artistic Award Runner Up: 'Nomad'

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Nomad is a collaborative project between Abira Hussein, an independent researcher and curator, and Sophie Dixon and Ed Silverton of Mnemoscene. They were the runners up in the BL Labs Artistic Award category for 2018, and they've written a guest blog post about their project for the Digital Scholarship blog.

Nomad: Reconnecting Somali heritage

The project has been supported by the Heritage Lottery fund and premiered at the British Library and British Museum during the Somali Week Festival 2018. Centred around workshops engaging Somali communities in London, Nomad explores the creative use of Mixed Reality and web-based technology to contextualise archival Somali objects with the people and traditions to which they belong.

Nomad 1

Nomad began with three Somali heritage objects - a headrest, bowl, and incense burner - which had been digitised at the British Museum. Thanks to Object Journeys, a previous project Abira was involved in, they were freely available to use.

Our goal was to reflect the utilitarian nature of the objects by showing their intended use. Furthermore, in Somali culture, songs and poetry are very important and we wanted to reconnect the objects to the sounds and traditions to which they belonged.

Our approach was to use Microsoft’s Mixed Reality HoloLens headset to show a Nomadic Somali family using the objects in real, everyday spaces. When wearing the headset the user can select different objects to reveal different members of the family, seeing how the object would be used, and hearing the songs which would have accompanied their use.

You can get a taste of the HoloLens experience in this short video (1 minute).

To create these ephemeral figures we used motion capture and 3D modelling, creating the clothing by referencing archival photographs held at the Powell Cotton Museum in Kent.

We used the British Library’s John Low collection as the source for the sounds you hear in the Mixed Reality experience. John Low travelled across Somalia between 1983-1986 working for an NGO to support community development. In his spare time he made field recordings with different tribes and dialects, providing an insight into the diversity of Somali oral traditions. The collection includes work songs reflecting pastoral life and poems, also known as Gabay, which are often recited in communal settings.

Nomad 2
Workshop held at the British Museum during the Somali Week Festival

With support from the Heritage Lottery Fund we toured the Mixed Reality experience to different Somali communities in London. The immersive experience became a way to inspire and encourage communities to share their own stories, to be part of an openly accessible archive representing their own narratives for Somali cultural heritage.

These workshops were exciting events in which participants handled real objects, tried the Mixed Reality experience and took part in the photogrammetry process to capture 3D models of the objects they had brought to the workshops.

To make the objects and sounds accessible to all, we also created Web-based Augmented Reality postcards to be used in the workshops. 

Nomad 3
Workshop participants looking at 3D objects using web-based Augmented Reality on their mobile phones

From the workshops we have 3D models, photographs and audio recordings which we’re currently adding to an online archive using the Universal Viewer. For updates about the archive and to find out more about our project please visit us at nomad-project.co.uk.

Watch the Nomad team receiving their award and talking about their project on our YouTube channel (clip runs from 4:15 to 8:16):

Find out more about Digital Scholarship and BL Labs. If you have a project which uses British Library digital content in innovative and interesting ways, consider applying for an award this year! The 2019 BL Labs Symposium will take place on Monday 11 November at the British Library.

25 January 2019

BL Labs 2018 Artistic Award Winner: 'Another Intelligence Sings'

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This guest blog is by the winners of the BL Labs Artistic Award for 2018, Robert Walker, Rose Leahy and Amanda Baum, for 'Another Intelligence Sings'.AI Sings 1

When the natural world is recorded, it is quantised for the human ear, to wavelengths within our perception and timeframes within our conception. Yet the machine learning algorithm sits outside the human sensorium, outside the human lifespan. An algorithm is agnostic to the source, the intention and the timescale of data. By feeding it audio samples of lava and larvae, geological tensions and fleeting courtship, the seismic and the somatic, the many voices of life are woven into a song no one lifespan or life form could sing.

Another Intelligence Sings ( AI Sings ) is an immersive audio-tactile installation inviting you to experience the sounds of our biological world as recounted through an AI. Through the application of neural networks to field recordings from the British Library sound archive a nonhuman reading of the data emerges. Presenting an alternative composition of Earth’s songs, AI Sings explores an expanded view of what might be perceived as intelligent.

The breadth of the British Library Wildlife and Environmental Sounds archive enabled us to take a cross section of the natural world from primordial physical phenomena to the great beasts of the savannas to the songbirds of the British countryside. The final soundscape is created from using two different neural networks, Wavenet and Nsynth. We trained Wavenet, Google’s most advanced human speech synthesis neural network, on many hours of field recordings, including those from the British Library archives.

Nsynth is an augmented version of Wavenet that was built and trained by Magenta, Google AI’s creative lab. Nsynth creates sounds that are not a simple crossfade or blend but something genuinely new based on the perceived formal musical qualities of the two source sounds. This was used to create mixtures between specific audio samples, for example, sea lion meets mosquito, leopard meets horse, and mealworm meets ocean.

Click here to play a 4 minute clip of the sound from the installation.

AI Sings 2
Through this use of the technology, AI Sings reorients the algorithm’s focus, away from the human expression of individual thought and towards an amalgam of geological and biological processes. The experience aims to enable humans to meditate on the myriad intelligences around and beyond us and expand our view of what might be perceived as intelligent. This feeds into our ongoing body of shared work, which raises questions about the use of artificial intelligence in society. Previously, we have used a neural network to find linguistic patterns not perceivable to human reading to mediate our collectively written piece Weaving Worlds (2016). In AI Sings we continue this thread of asking which perspectives an AI can bring that human perception cannot.

AI Sings 3

AI Sings takes digital archive content and makes it into a tactile, sensuous, and playful experience. By making the archive material an experiential encounter, we were able to encourage listeners to enter into a world where they could be immersed and engaged in the data. Soft, tactile materials such as hair and foam invited people to enter into and interact with the work. In particular, we found that the playful nature of the materials in the piece meant that children were keen to experience the work, and listen to the soundscape, thereby extending the audience of the archive material to one it may not usually reach.

By addressing the need for experiential, visceral and poetic encounters with AI, Another Intelligence Sings goes beyond the conceptual and engages people in the technology which is so rapidly transforming society. We hope this work shows how the creative application of AI opens up new possibilities in the field of archivology, from being a tool of categorisation to becoming a means of expanding the cultural role of the library in the future.

The piece premiered at the V&A Digital Design Weekend 2018 on 22nd of September as part of London Design Festival, where it was exhibited to over 22,000 visitors. Following the weekend we were invited by Open Cell, London’s newly opened bioart- and biodesign studio and exhibition space, to be showcased on their site.

More about the project can be found on our websites:

www.baumleahy.com + www.irr.co + www.amandabaum.com + www.roseleahy.com

Watch the AI Sings team receiving their award and talking about their project on our YouTube channel (clip runs from 8.18):

 

Find out more about Digital Scholarship and BL Labs. If you have a project which uses British Library digital content in innovative and interesting ways, consider applying for an award this year! The 2019 BL Labs Symposium will take place on Monday 11 November at the British Library.

17 January 2019

BL Labs 2018 Research Award Winner: 'The Delius Catalogue of Works'

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This guest blog is by the winners of the BL Labs Research Award for 2018: Joanna Bullivant and Daniel M. Grimley of the Faculty of Music, University of Oxford; and David Lewis and Kevin Page of the University of Oxford e-Research Centre.

The Delius Catalogue of Works is a new, freely accessible digital catalogue of the complete works of Frederick Delius (1862-1934).

Explore more here: https://delius.music.ox.ac.uk

The Delius Catalogue (DCW) was created as part of a project called ‘Delius, Modernism, and the Sound of Place’ (https://deliusmodernism.wordpress.com), a collaboration between the University of Oxford, the British Library, and the Royal Library, Denmark, which was funded by the Arts and Humanities Research Council. The project as a whole sought to better understand Delius and his music. Delius has been understood as an English portraitist, someone who wrote impressionistic works depicting natural scenes, whose music was strongly linked to the English landscape, and who had little interest in large-scale musical construction or in the details of performance.

However, Delius also lived and wrote music all over the world (in Scandinavia, Florida, Germany and France), and was the friend of many important modern artists, writers and musicians including Edvard Grieg, Edvard Munch, August Strindberg and Paul Gauguin. He also left behind very substantial sketches and other manuscripts that help us to understand his music, the vast majority of which are in the British Library.

Within the project, our aim in creating the DCW was to make a clear and up-to-date catalogue of Delius’s works which was both of a high scholarly standard and accessible to a variety of users (such as scholars, performers and students). We also wanted to integrate the catalogue as far as possible with the British Library’s own manuscript catalogue, to showcase the Library’s Delius collections and enable users of the catalogue to understand and have access to the physical manuscripts. This was a challenge both in terms of research (collecting and presenting information in a clear and concise manner) and web design (presenting it in the best possible manner).

Creating the catalogue was greatly helped by the decision to use MerMEId (Metadata Editor and Repository for MEI Data), specialist software created by Axel Teich Geertinger and his team at the Royal Library, Denmark, originally for creating a catalogue of the works of Carl Nielsen (http://www.kb.dk/dcm/cnw/navigation.xq). MerMEId is built on an eXist XML database with Lucene-based searching, and most of its functionality is implemented using xquery and xslt.

The core catalogue data is stored as MEI, an XML-based standard for the encoding and markup of musical data, inspired by TEI for text. MerMEId’s combination of open-source, standards-based technologies gave great flexibility to customise both the data model and the user interface to suit the application. In the DCW, we adapted genre categories, improved site accessibility, and adapted things like instrumental abbreviations and references to Delius reference works for our purposes. We also adapted the conceptual cataloguing model FRBR (https://www.ifla.org/files/assets/cataloguing/frbr/frbr_2008.pdf) in order to create records for each work that were narrative and hierarchical.

In the case of a work with a straightforward history like Brigg Fair, this meant adopting a standard presentational format in which the catalogue gave catalogue numbers, dedicatee, date of composition, a short introduction, duration, instrumentation, a musical incipit, and information in chronological order on manuscript sources, performance history and documents such as letters or bibliographic items:

Delius image 1

See: https://delius.music.ox.ac.uk/catalogue/document.html?doc=delius_briggfair.xml

In a work with a more complicated history like the Piano Concerto, however, the model may be adapted to show a long compositional process and multiple versions:

Delius image 2

See: https://delius.music.ox.ac.uk/catalogue/document.html?doc=delius_pianoconc.xml

By creating multiple “versions” of the work in MerMEId to reflect its journey through different stages of composition, and by noting extant manuscript and print sources and performances in each case, we can clearly and consistently both narrate the story of each work and show how existing sources and versions fit into it.

The data available in the British Library Archives and Manuscripts catalogue was essential for creating the Delius catalogue. At the ‘Sources’ level of each catalogue record, users can link directly to the manuscript and thus see how to access the physical manuscript, and how extant manuscripts relate to the history of each work, as in the Caprice and Elegy:

Delius image 3

See: https://delius.music.ox.ac.uk/catalogue/document.html?doc=delius_capriceelegy.xml

As well as fostering understanding of Delius’s works and their connection to the British Library’s outstanding manuscript collections, this project has led to exciting ongoing work. A subsequent project involving the same team involved digitising some of the British Library’s Delius manuscripts and other materials and creating a variety of articles, teaching resources and other metadata to showcase them. These are now part of the Library’s new online learning resource Discovering Music: https://www.bl.uk/20th-century-music.

We intend to expand our work to other composers, continuing to explore ways to make their music and manuscripts more accessible to a wide variety of people.

Watch Joanna Bullivant and David Lewis receiving their award on behalf of their team, and talking about their project on our YouTube channel (clip runs from 10.36):

Find out more about Digital Scholarship and BL Labs. If you have a project which uses British Library digital content in innovative and interesting ways, consider applying for an award this year! The 2019 BL Labs Symposium will take place on Monday 11 November at the British Library.

15 January 2019

The BL Labs Symposium, 2018

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On Monday 12th November, 2018, the British Library hosted the sixth annual BL Labs Symposium, celebrating all things digital at the BL. This was our biggest ever symposium with the conference centre at full capacity - proof, if any were needed, of the importance of using British Library digital collections and technologies for innovative projects in the heritage sector.

The delegates were welcomed by our Chief Executive, Roly Keating, and there followed a brilliant keynote by Daniel Pett, Head of Digital and IT at the Fitzwilliam Museum, Cambridge. In his talk, Dan reflected on his 3D modelling projects at the British Museum and the Fitzwilliam, and talked about the importance of experimenting with, re-imagining, and re-mixing cultural heritage digital collections in Galleries, Libraries, Archives and Museums (GLAMs).

This year’s symposium had quite a focus on 3D, with a series of fascinating talks and demonstrations throughout the day by visual artists, digital curators, and pioneers of 3D photogrammetry and data visualisation technologies. The full programme is still viewable on the Eventbrite page, and videos and slides of the presentations will be uploaded in due course.

Composite bl labs 2018 awardees

Each year, BL Labs recognises excellent work that has used the Library's digital content in five categories. The 2018 winners, runners up and honourable mentions were announced at the symposium and presented with their awards throughout the day. This year’s Award recipients were:

Research Award:

Winner: The Delius Catalogue of Works by Joanna Bullivant, Daniel Grimley, David Lewis and Kevin Page at the University of Oxford

Honourable Mention: Doctoral theses as alternative forms of knowledge: Surfacing ‘Southern’ perspectives on student engagement with internationalisation by Catherine Montgomery and a team of researchers at the University of Bath

Honourable Mention: HerStories: Sites of Suffragette Protest and Sabotage by Krista Cowman at the University of Lincoln and Rachel Williams, Tamsin Silvey, Ben Ellwood and Rosie Ryder of Historic England

Artistic Award:

Winner: Another Intelligence Sings by Amanda Baum, Rose Leahy and Rob Walker

Runner Up: Nomad by independent researcher Abira Hussein, and Sophie Dixon and Edward Silverton of Mnemoscene

Teaching & Learning Award:

Winner: Pocket Miscellanies by Jonah Coman

Runner Up: Pocahontas and After by Michael Walling, Lucy Dunkerley and John Cobb of Border Crossings

Commercial Award:

Winner: The Library Collection: Fashion Presentation at London Fashion Week, SS19 by Nabil Nayal in association with Colette Taylor of Vega Associates

Runner Up: The Seder Oneg Shabbos Bentsher by David Zvi Kalman, Print-O-Craft Press

Staff Award:

Winner: The Polonsky Foundation England and France Project: Manuscripts from the British Library and the Bibliothèque nationale de France, 700-1200 by Tuija Ainonen, Clarck Drieshen, Cristian Ispir, Alison Ray and Kate Thomas

Runner Up: The Digital Documents Harvesting and Processing Tool by Andrew Jackson, Sally Halper, Jennie Grimshaw and Nicola Bingham

The judging process is always a difficult one as there is such diversity in the kinds of projects that are up for consideration! So we wanted to also thank all the other entrants for their high quality submissions, and to encourage anyone out there who might be considering applying for a 2019 award!

We will be posting guest blogs by the award recipients over the coming months, so tune in to read more about their projects.

And finally, save the date for this year's symposium, which will be held at the British Library on Monday 11th November, 2019.