Research

Academic Publications and Artistic Research

This paper presents a pipeline to integrate a fine-tuned open-source text-to-audio latent diffusion model into a workflow with Ableton Live for the improvisation of contemporary electronic music. The system generates audio fragments based on text prompts provided in real time by the performer, enabling dynamic interaction. Guided by Musical Metacreation as a framework, this case study reframes generative AI as a co-creative agent rather than a mere style imitator. By fine-tuning Stable Audio Open on a dataset of the first author's compositions and field recordings, this approach demonstrates the ethical and practical benefits of open-source solutions. Beyond showcasing the model's creative potential, this study highlights the model's significant challenges and the need for democratized tools with real-world applications.

Publication

Peer reviewed paper in
Proceedings of the International Conference on New Interfaces for Musical Expression (NIME)
NIME 2025, Canberra, Australia

Harmonizing Tradition and InnovationIntegrating Digital Competency in Music Education

2023

The digital era's influence on music has been significant and transformative, affecting the aesthetics, the methodologies of creation, and the way it is consumed. Yet, the integration of these digital innovations into music education has been slow, often reduced to niche courses or dismissed as inferior to traditional methods. This writing explores the importance of musical digital literacy, accessibility of digital means and potential applications of hybrid education models in the current music education paradigm specifically at schools and universities. It emphasizes the need for educators to adapt to these changes, ensuring that future generations are equipped with the skills, knowledge, and passion they need to thrive in the rapidly changing music landscape.

Game Audio and Possible Implications for Interactive or Non-Linear Music

2021

Supported by GEMA (Society for musical performing and mechanical reproduction rights), this 4 month artistic research focused on the tools used for audio and music implementation into video games and their possible implications for creating interactive audio and music pieces, performances and installations. I currently offer the results as a part of my lecture "Introduction to Game Audio" at the Folkwang University of the Arts.

-eye- cannot eraseVirtual Reality Applications in the Arts

2019-2020

Supported and funded by the European Center for Creative Economy and the Ministry of Culture and Education of the state of NRW in Germany, this artistic research worked on the applications of virtual reality in digital and modern arts. An interactive audio-visual piece was composed for a VR headset and a series of talks, podcasts and tutorials about Unity, immersion, Cinema 4D etc. were produced and published as the result of the research.

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