AI-powered robot rappers: a 100 year history

The word ‘robot’ is 100 years old. Czech playwright Karel Čapek coined the term in his play Rossum’s Universal Robots which premiered in January 1921. Back then, most people in Europe knew someone who had died in the First World War. The idea of sending robots to war instead of humans seemed quite compelling in that context. Nowadays, armies aim to actually downsize in preparation of more drones and combat robots.

A different, but related, development also gained momentum around 1921: the idea of noise generated by machines as music. This idea stems from the thinking of futurist Luigi Russolo and specifically his intonarumori.

Luigi Russolo & his assistant Piatti with the intonarumori (Photo by Hulton Archive/Getty Images)

These machines are not robots, but the idea that machine-generated sounds combine into music has had a profound impact. How that idea currently plays into our thinking of what music is, is what I explore here.

Robots & music in 2021

Thinking about robots in music right now often centers around AI music stars. A couple of months ago, I wrote how robots could create a connection between the virtual and physical worlds. What does it mean, though, to have a robot, or even just an artificially powered intelligence, create music?

FN Meka

A self-proclaimed ‘AI-powered robot rapper’ FN Meka has more than 9 million followers on TikTok. He just dropped a new track this month.

https://www.youtube.com/watch?v=TxrNcbcc8fo

FN Meka isn’t actually a robot, there’s a team of people behind the avatar and while the music is AI-generated, the voice is human. Yet, this is a great example of physical and virtual worlds colliding, similar to what we’ve seen with, for example, Gorillaz. The main difference with the Gorillaz being the shift in music production from human to AI-based.

What Russolo’s intonarumori could actually do was make very specific noises that the composer related to everyday industrial sounds such as hissing, crackling, exploding, etc. In total there were 27 variations of the instrument. Inside the instruments a lever controlled the pitch to fix or slide across a scale in tones and gradations thereof. Which, in a way, isn’t too dissimilar to how Auto-Tune works, a technology that FN Meka isn’t one to shy away from.

Visual impact

During the first months of the pandemic there was a clear shift from audio to video in terms of music consumption. This implied that people wanted to lean in more, pay more attention to what they listened to with an added visual element. The rise of FN Meka on TikTok fits into this narrative. He’s an engaging visual appearance who entertains by drawing viewers into his world.

@fnmeka

Which song 🎵 is your Favorite ⁉️ #iphone13 #airpod #iphone

♬ original sound – FNMeka

The importance of this visual aspect to musical culture is what prompted researchers at Georgia Tech in the US to create Shimon, a musical robot that looks, well, kind of cute.

The visual cues – like the ‘head’ bopping to the beat – are important for both audiences and fellow musicians to help connect to Shimon. Moreover, the researchers who developed the robot not only drew on artificial intelligence – more specifically deep learning – but also on creativity algorithms. This means that Shimon has the power to surprise, to sound creative in his own way.

Creative robots?

The connection between creativity and machines is significant, because it allows for a future that exists beyond the boundaries of what we know right now. When Shimon surprises his fellow musicians by shifting rhythm or pitch he softly pushes a boundary that often seems very far away.

In his blog on the AI Revolution Tim Urban explained how developments in AI research are propelling us towards artifical superintelligence – the moment computers become more intelligent than humans. What Urban doesn’t discuss is creativity. A trait some argue will never appear in a machine. And yet, this all depends largely on how we define creativity. Arthur Miller, for example, asks not just whether machines can make art in the future but also whether we will be able to appreciate it. Perhaps we will have to learn to love it, similar to how some of us enjoy the sound of Auto-Tune and others do not.

While the threat of a superintelligent being is not something to dismiss, right now any AI-powered music still leans heavily on human input. To create music with an AI, so to speak, is to create a set of parameters – a training set – which the machine uses to process sound. For Holly Herndon‘s album Proto she worked with her own AI which she called Spawn. From the data fed into the machine by Herndon she was able to draw a voice. To then incorporate this voice into the music in such a way that it felt musical, or creative, meant splicing and editing that vocal sonic output.

The final leap

What Herndon does is similar to what Russolo did with his intonarumori. He had 27 instruments to recreate the sounds he heard and aimed to combine those into a music that fit into a certain tradition of composition. She built not a physical machine, but a synthetic singer whose voice she created with data input and subsequently rearranged into her musical vision. FN Meka plays around with the idea of an AI-powered robot but leans more heavily into the visual culture of a virtual music star. Where the next jump in history sits, then, is closer to what Shimon stands for: a robot capable of listening and by virtue of his data, his knowledge, being able to jump just that bit further than the training set supplied to him. That already leads to surprise, which in itself is a prerequisite for creativity.

A necessary legal fight: collective rights management and allocation

Copyright has always lagged behind technology. Now that streaming is the dominant force in recorded music and UGC is becoming an ever greater source of income it’s time that the business of rights collection and allocation catches up with the tech. Whether the existing Collective Management Organisations (CMOs) are in a position to play catch up is what I’ll explore here.

Let’s break down some of the basics here first. What is copyright? what does it do? where does it exist? and who owns it?

The basics

A copyright is an intellectual property right, an economic right and it exists to generate money from ‘intangibles’. A copyright in music protects the expression of an original musical work. This can relate to a sound recording, use of music in films or broadcast TV, airplay on radio, but also an individual performance. The copyright needs to be written down or at least permanently fixed in some way.

Copyright exists everywhere, but each country has its own rules. This means that if you were to give a history of copyright lecture it would be different in each country across the globe. That said, there are some international conventions that aim to harmonise the various national laws.

Within music we always deal with multiple rights including:

  • the musical composition
  • the sound recording
  • individual performances
  • audiovisual, or sync

The rights that are protected are:

  • mechanical: the right to copy and make copies
  • distribution: the right to publicly perform or broadcast
  • sync: the right to fix a musical work to visual content

These rights are owned by:

  • the author or their publisher and/or collecting society own the musical composition
  • the label and/or collecting society own the sound recording
  • the musician and/or the label or a collecting society own the performers’ right

What to know about those collecting societies? [Songtrust, as always, has a great background article on the differences between various collecting societies]

  • non-profit organisations that exist in each country
  • mandated to grant collective licenses
  • different societies for compositions, sound recordings and performers’ rights
  • lots of reciprocal agreements creating an international network
  • effectively, they’re monopolies and as such regulated by governments
  • they must be fair and non-discriminatory

Into the 21st Century

We all know the painful transition of the height of the CD era in 1999 to the lows of the digital, Napster-dominated early 2000s. With the shift from physical to digital the industry, and especially the labels, had to reinvent itself as a licensing business. New digital rights were called into life:

  • streams
  • downloads
  • linear
  • on-demand

A key question here revolves around how well-suited the CMOs are to collect and manage these digital rights. Are companies built around analogue licensing models fit to collect and manage digital rights? Or, to put it differently, if there’s effective monopolies what’s the incentive to innovate?

Embrace the tech

Europe is an example of how difficult the current structures around copyright and collectives are. The EU adopted a new collective management rights directive in 2014 which aims to ‘improve the online licensing of music across the EU.’ This directive became enforceable only in 2016 and member states started implementing it around 2018/19. While this has taken some time, one of the effects of the directive is the option to establish an independent management entity (IME).

These new companies are now starting to make their mark. One example is Jamendo, which started out as a catalogue of royalty-free musical works. They’ve expanded into rights management with a view to provide greater transparancy and better allocation of revenues. Those two elements are key to how newly established IMEs can kickstart change in the management of copyrights.

To understand how this works, we can look at Unison, another IME. They use a broad range of technologies to create greater transparancy and better efficiency. One of the ways they are doing this is by utilizing blockchain technology. Not immediately the kind associated with crypto-currencies, but the Dot Blockchain Media initiative. All of this with an eye to correctly identify rights holders and pay them their royalties. What this technology does is that ‘it offers precise information for achieving increased efficiency in order to overcome the problem of unidentified “black box royalties”.’

The Black Box

The black box is a concept that means that unallocated money paid to CMOs ends up a in a big pool for distribution to, usually, the bigger fish in a specific CMO’s pond. In order to break this black box, Unison not only uses blockchain technology, but also works together with BMAT, a company that allows them to listen to TV, radio, etc. to analyse which music is being played where and when. Unison told MUSIC x that the goal is to end up with no unassigned royalties, no more black box.

Into the future

The IME seems to be pointing the way forward for managing and collecting musical copyrights. They can do this by being more transparant, more efficient, and embracing technology to make that happen. Moreover, they operate independently of both the rightsholders and the users avoiding any conflict of interest. In the future, then, we’ll see more players like Unison come into this market. We’ll have to pay attention to the ownership structures around any new initiatives. Moreover, opportunities bring with them friction and this will continue to play out in defining common methods of usages (is a stream a sale or a broadcast?) and the legal fights between new and traditional players (e.g. Unison v. SGAE in Spain).

Music NFTs: why buy them?

The more I read and hear about NFTs the more sense it makes to me for artists to get in on the act and find a new way to broaden their revenues (here’s how artists can go about creating and selling an NFT). But what about the buyer’s perspective? Why should they get in on it too? Is it about having a collectible, a one-of-a-kind? Is it just about supporting a specific artist? Or, is it an investment? Moreover, and this is the focus of this article, what’s the potential for artist-fan relations in light of the functionalities and possibilities of the blockchain?

Screenshot of audiovisual NFT by Teebs & Yuma Kishi on Foundation

The buyer’s value

Just one month ago Bas spoke about NFTs in the context of Mike Shinoda‘s first sale. In that article he argued that buyers step into this world because they’re building a world, a metaverse. In that metaverse, we need items that will help us showcase our identities. An NFT is one way of expressing identity and there is value in that. Similarly, in her The state of music NFTs [paywall] article from 14 January, Cherie Hu argues that one way to look at the tokens is as a form of rare digital merch. This, again, relates to confirming your identity, this time as a fan. Continuing along those lines, Hu asserts in a follow up article [paywall] that we shouldn’t even be paying that much attention to the crazy bids driving the hype through auctions but on the potential of selling multiple NFTs at a fixed price point. That’s what will allow artists to tie their fans to them and open up new fan-to-artist interactions.

The buyer’s value, then, is much closer to what happens with certain membership platforms. One example is Hanging Out With Audiphiles, Jamie Lidell‘s podcast, which has a Patreon where he shares the sounds he makes for each episode. His patrons can then make music with those audiofiles. An alternative would be to mint each sound file as an NFT and in that sense give some extra ownership to those ‘superfans’. Even more exciting is when the NFT ownership provides access to more than just, in this example, the sound file. The NFT can then come with special access to the artist (kind of similar to 3Lau‘s recent auction where the highest bidder gets creative direction on a new song by the DJ).

From membership to equity

In a world where what’s called the creator, or passion, economy is growing the distance between artist and fan is shrinking at a similar pace. Livestreaming during the pandemic has provided access to artists in their private spaces and often without lights and make-up. Similarly, services like Cameo and Clubhouse allow the type of interaction between artists and fans that was often unthinkable just a few years ago. With greater access to your favorite artists through a variety of social media and the ability to support those artists directly through membership platforms the logical next step is to consider the artist as something you can have equity in. Jess Sloss from Seed Club explained this idea to Colin and Samir:

Viewed simply, this just looks like moving from paying a monthly subscription to support an artist to buying NFTs with the same result. Where this evolves, however, is when FTs come into play. Once an artists gets their own token, they can start playing around with various layers of access. Because this token represents real value – for example on the Ethereum blockchain, but there might be more potential with something like Polkadot – the investment changes. The point of a membership is that you can cancel it at any given time. Conversely, the only way to get rid of the equity you buy into an artist is by selling it. In other words, to shift it to another fan.

From equity to growing revenues together

There’s a bunch of start-ups working in what Rolling Stone dubbed ‘equity crowdfunding‘ back in 2019. The idea, roughly, is that based on future streaming royalties, fans can invest in their favorite artists to help them create new music. By investing in an NFT or, for example, a social token, the fan engages in the potential for revenue growth. Whether this is through a resale factor, which usually holds a percentage for the artist in the smart contract, or through a secondary right attached to the token (see Jacques Greene‘s publishing rights).

Besides the artist and the fan, there’s also a space here for the developer. As Bas argued in his article on NFTs, we should view the whole blockchain experience as a metaverse in itself. As artists and fans find their ways to connect within that metaverse, there’s also a lot to be gained by the developers that pave the roads that allows those connections to grow. Where these three levels find each other, is where we will see the most growth in this world. What’s more, those types of collaboration will hopefully advance mainstream adoption both for fans and artists throughout this year.

In short, NFTs are one logical next step in a world where the interaction and proximity between artist and fan respectively grows and shrinks and moves towards levels resembling collaboration.

Dream: the future of massive interactive live events for music

Back in August, Bas argued that two of the key elements for the longevity of virtual concerts are interactivity and for the audience to have magical powers. One place to find these elements is in MILEs [massive interactive live events, a term I first came across with Jacob Navok, CEO of Genvid]. Such events are cloud-based and use only a single simulation to bring together large amounts of players who all interact and influence the game in real time. Most of these events so far have been game-based and serendipitous: Twitch Plays Pokémon, Reddit‘s Place, and more recently Facebook’s Rival Peak. Basically, organising a MILE means tapping into gaming culture and gamifying what you do if it’s not already a game. The closest we’ve come so far in music is Travis Scott‘s performance in Fortnite. Inside the game the performance was limited to 50 people per ‘room’ but millions watched the show via Twitch or YouTube streams, either live or afterwards. What this virtual concert lacked was the ability for the audience to affect what happened. To unleash true interactivity and provide magical powers to viewers that ability to affect is exactly what we need.

Lord, what fools these mortals be

Those of you who know your Shakespeare will recognise this quote from A Midsummer Night’s Dream. It’s not just fitting because within a MILE we can behave godlike, but also because the Royal Shakespeare Company (RSC) will perform a new play based on this wonderful story as an immersive event in March. It’s a great achievement that brings together a variety of disciplines from gaming, theatre and music to XR, motion capture and live performance. The RSC leads this multidisciplinary group as part of a UK government programme called Audience of the Future. This programme supports storytellers like the RSC to work with immersive technologies and tap into, hopefully, new audiences. Another supporter of this project is Epic Games, through its Megagrants. The idea for Dream goes back to before the pandemic, but as with so many things lockdowns and social distancing emphasizes its importance as an experiment.

If we shadows have offended

In Dream, the RSC welcomes the audience to interact with the performance in various ways. First of all, there’s the fireflies. All the actors perform in motion-capture suits and the viewers influence their movements through a virtual forest – rendered in Epic’s Unreal Engine. Through whichever input device the viewer uses – touchscreen or mouse, for example – they can guide Puck (if you’re new to A Midsummer Night’s Dream, Puck is the sprite, or fairy, who sets the story in motion through his magic) their moonlit travels through the forest.

Photo credit: Stuart Martin, RSC.

Each performance will last 50 minutes and will be a unique experience. Unique, simply because each audience will behave differently. What differentiates Dream from MILEs based on or within games is the element of live performance involving humans in motion-capture suits reacting to the viewers’ input. It’s this element of interaction, however, that sets Dream apart from game-based MILEs as an example for the music industry to take note of.

Photo credit: Stuart Martin, RSC.

While these visions did appear

It’s not just a visual spectacle though, the music is interactive too. The Philharmonia Orchestra performs the score composed by their music director Esa Pekka Salonen [who has developed a knack for pandemic-related performances that excite] and Jesper Nordin, whose Gestrument music software also powers the interactive soundtrack. The orchestra actually recorded the music pre-pandemic as this latest RSC performance of Dream should have been staged last year in the spring. Not only, then, do the viewers influence the movement of the fireflies as they guide Puck through the forest. Since the actors perform with Gestrument, those movements also influence the score in real time. Dream is thus a truly interactive music experience captured within a dynamic soundtrack.

I must go seek some dewdrops here

Dream‘s success starts with the story. To replicate the tech involved onto a concert experience leaves little room for play for the viewers. Travis Scott’s Fortnite performance worked because he took his viewers on a trip and told them a story within the gameplay which he supported by his songs. Going back to another piece by Navok, written with Matthew Ball, where they argue that cloud-gaming, of which MILEs are examples, spawns completely different experiences than, for example, console-based games. It requires a different set of expectations that involve interaction and participatory influence. In their words: “social experiences, not technical capability, drive engagement.” The same holds up for virtual concerts: we will need to come up with a narrative that will allow large groups of viewers to actively engage with the music and with each other while they collectively adapt that music as the story unfolds. This experience will contrast with the shared reality of enjoying a live gig with dozens, hundreds, or thousands of others at the same time. Hosting a music-driven MILE will convince people to stick to their screen for a unique experience unlike anything else in the real world.

No meritocracy in music: direct-to-fan, brand partnerships, rights management

There’s a need to excel in human beings. If you go into music, you do it to be successful; if you set up a music/tech business, you do it to be successful. The hits you generate or the unicorn status you achieve subsequently measure your success. To focus on the artists for a moment, there’s a seemingly growing number of artists who make a living from streaming revenues: Spotify talks about 43,000 artists earning 90% of the revenues thus giving them a solid income and AWAL says that they see a 40% year-over-year growth of artists earning more than $100k a year from streaming. This sounds positive – and reminds me of the Hans Rosling TED talks that take a macro view and say overall life on our planet gets better over time – but still impacts only a very small amount of artists. As Mark Mulligan has recently argued, there’s no silver streaming bullet to fix this: equitable remuneration won’t; user-centric payment systems won’t. So what will work? And what does that mean in terms of that insatiable need to excel?

What will work? Or, what needs to be done?

I recently wrote that music is the catalyst of the creator economy. In this economy driven by passions it is connections, mainly between artists and fans, that create and amplify value. To succeed, artists need to engage directly with their fans which in turn means they need to gain access to those fans. This requires more than a ‘follow’ on Spotify or adding a song to a playlist. Fans need to do more and artists need to entice them to do so. Key to this is marketing and, to paraphrase Cristina Jerome, knowing who your fans are, being where your fans are and then creating content relevant to the platform they are on. Listening to Cristina speak during a recent recording of the Unsigned Podcast I realised how the marketing she does with artists through RnBae Collective follows one of the tenets of the passion economy: the benefit of focusing on a small group over scale.

Brand partnerships

One way to develop this intimacy and monetize it is through brand partnerships. One key to success is authenticity. We believe it, for example, when Beyoncé tells us she’s on a fitness journey just like everyone else. Maybe we don’t believe it when James Blake tells us he always checks his songs in a car before putting them out. So stay true to yourself when deciding on a brand partnership and make it a personal experience as a consequence.

Beyoncé x Peleton

Another key to success, and this relates back to the point about intimacy, is that having a dedicated fan base – and this doesn’t have to be big, sometimes it’s even better if it’s niche – is what will draw the brand in. The partnership should then focus on something the artist wants to create, an experience for the fans, and an opportunity for a brand to get involved and gain the recognition from being attached to a genuinely creative process or product.

Ownership

There’s a great quote by Tim Sweeney from Epic Games: “The worst term that’s ever been invented in the history of the internet is ‘own the customer’. ‘The customer owns themselves!” Lots of talk around the passion economy focuses on ‘owning your fan’ but what that really means is to have direct access to your fan. No ownership is involved there. If anything, the fan should end up feeling like they have some ownership in the creative process they support.

Where ownership does matter is when it comes to the music. Not just because cutting out middlemen ups the revenues that will end up in the artists’ pocket. Moreover, ownership gives freedom to pursue other lines of revenue. It’s important to think out of the box here as music can be used in all kinds of ancillary projects. There are, for example, great opportunities in synch licensing, but also more broadly there are opportunities to get involved with shows and films. This is a tip from Matt Levin, who works in this space through Endeavor Content. His point was to not just try and get – to stick to the example – a song or composition synched on a show, game, film, etc. but to see if you, as the artist, can get involved. That way, a deeper partnership establishes itself which in turn creates and more value.

The need to excel, or the pitfall of meritocracy

We love to think that we can do anything we set our minds to if we just show discipline and perseverance, but that’s not how it works (there is no 10,000 hour rule). Believing that it does, and that we live in a society where you are judged on merit only, specifically doesn’t work in music either. Music is always made as a collaborative effort: even the singer/songwriter needs a team. Furthermore, there’s so many great musicians and bands, that there’s many more that would deserve, on merit, to be successful than those 43,000.

The work necessary to achieve what I’ve described above – building relationships with your fans, retaining your rights and getting creative with revenue streams – takes a lot of work and a lot of people. The pitfall of the meritocracy means that when you fail it’s often your failure and yours alone. But it’s not, it’s part of a much broader discussion about value, of music and of production. To maximize the value of music, the best solution right now is to start talking directly to your fans and being open to the myriad options out there to further monetize what you create. Doing that is tough and takes a lot of energy. It means it’s not just about the music and making music, but, and perhaps even more so, about the many stories that surround the art and the creative process.

The pandemic has changed music education for good. These are the opportunities

1.2 billion children were learning at home instead of in their classrooms during the first phase of lockdowns last spring. This gave the e-learning market a 36.6% growth year-over-year in 2020. Overall, the global e-learning market size is projected to reach $374 billion by 2026. However, the global market size for online music learning is only projected to reach $143 million by 2025. It looks like there’s a massive gap as music education plays such a big role in many childrens’, and indeed people’s, lives. Where are the opportunities? Why haven’t they been capatilized on yet?

Digital disruption

Online educational technology disrupts, or has the potential to disrupt, offline music learning in two main practices:

  1. Solo learning, or the amateur or professional musician who uses technology to further their knowledge of an instrument or music theory.
  2. Teacher-based, interactive learning, or the more official branch of music education where one teacher has a class, or a single student, to teach a specific instrument or music theory.

In the first practice there is historically more focus on collaboration, but with the internet ‘solo-learning’ isn’t necessarity solo as it’s easily shared as user-generated content or across the user-base of a specific app.

Solo learning

There’s basically two ways to learn music on your own over the internet: 1) through video services that provide video training, teachers, and tools to learn an instrument; 2) apps that allow you to learn broadly, and often in a playful way, how to play an instrument.

Video services

Let’s get the elephant in the room out of the way: there’s a million – if not more – videos on YouTube that help you learn to play guitar, violin, piano, etc. There’s also a bunch of institutions who have created freely available music tutorials. The London Sinfonietta is one of them, see for example this video for Steve Reich‘s Clapping Music, which I invite you all to learn this week.

Now, of course, all this freely available stuff stands in the way of monetizing music e-learning. But there’s still plenty of options and a lot of room for growth.

Some of these services have been around for a while. For example, the imusic school, or iClassical Academy. Both of these platforms provide a raft of instruction videos and lean heavily into some of the advantages that online learning provides:

Screenshot of the teacher’s page at imusic school
  • It’s cost effective to use, paying a set subscription price to access the entire catalogue of videos
  • Being available 24/7, these services allow students to learn at their own pace and at times they want
  • It’s easy to switch it up. It you’re learning to play violin, for example, you can go back to a previous lesson with one click if you can’t remember something or want a primer to get back into it. Similarly, you have many teachers to choose from across various platforms
  • Everyone learns differently and it’s easy to set your own pace, but there’s also a lot of different options in methodology

The two services mentioned above still focus on what can be called a traditional method of learning, albeit via video. But there’s so much more e-learning can offer. Take, for example, Primephonic‘s Ludwig, it’s “a 10-week digital crash course in classical music that involves a weekly podcast, bi-daily email lessons, [and] playlists on key composers and genres.” It doesn’t teach you an instrument, but the focus on audio over video and the variety of interactions position it closer to a gamified study environment than the time-honored teacher-to-student methods of an imusic school or iClassical Academy.

App-based learning

There are so many piano apps that searching for ‘piano’ in the App Store or Play Store will leave you flabbergasted. And there’s an almost similarly distorted amount of articles if you search Google for ‘best piano apps’. Looking at these apps there’s broadly two sets: 1) apps geared towards kids and which allow learning via the app or with a real piano (example: Piano Academy); 2) apps that involve elements of the video-based learning described above (example: Hoffman Academy).

Another example of the first set is Yousician, developed with a massive funding injection from the European Commission. It was part of the EC Horizon 2020 project aimed at the next billion musicians. The idea behind it was that by making music education available to basically everyone with a smartphone or tablet this would lead to growth across the industry due to more demand for lessons and instruments.

The key element with Piano Academy or Yousician’s piano app is that of play and gamification. This attracts and rewards users and has an interesting extension into popular culture through Netflix‘s Sing On karaoke competition. If you’ve not seen Sing On, it’s basically another variation on the talent competition format. Contestants sing wellknown songs as if they’re in a karaoke bar. Success, however, is measured through something called a vocal analyzer.

Sing On vocal analyzer

Viewers can follow along on screen how well each contestant is hitting the notes and timing their lyrics. The feature is so visually attractive that the show’s creators found that: “more than half of the people love watching the lower-third graphic.” Moreover, the feature resembles that of vocal-training apps like Yousician for singing. Gamification thus not only allows people to learn better, it attracts them towards music more broadly speaking. The more this will infuse pop culture, the more it will lead to people picking up an instrument and paying for fun lessons on the go.

Teacher-based, interactive learning

The pandemic forced music school across the world to go online. A good example comes from Manila, where Sounds Kradle had its teachers and students as well as working directly with schools to reach more children. As soon as the lockdown started, the team set up their own online learning environment: The Applied Music Platform.

Applied Music Platform by Sounds Kradle

Everything is done one-on-one with group lessons currently on hold. This is, of course, intense for the teachers, but it’s also worthwhile. In an interview with The Manila Times one of the founders says that: “we have a surprising 97 percent attendance rate every week.” And it’s that number that makes this type of teaching-based learning so interesting for both teachers and schools.

Paid tutoring and online classes

When it comes to schools, it involves tuition fees. For a large part, such fees pay for the physical schools and the infrastructure needed to support them. By going more direct and online, a lot of those costs can be cut making music lessons more affordable. Here, music education can expand on the steps taking by platforms like Udemy. There are already many courses available on Udemy that focus on music: from the guitar to Ableton music production. Of course, being on a platform like Udemy gives you scale and a ready audience looking to learn. But you don’t ‘own’ these students as you would those students that you may find in your local town or city. And as any creator can tell you, it’s always better to be in control of the flow, mainly of money.

EdTech for teachers

This is where the tech comes in. Just going back to last spring again, several major tech companies opened up their virtual classroom technologies to the public. Dingtalk, Alibaba’s e-learning platform, did it, so did Google and Microsoft. Google’s Classroom app is still today the most downloaded app in, for example, the UK App Store. In other words, the tech is there, teachers just have to use it. When they do, there’s three things to pay attention to:

  • Bandwidth: not everyone has a good bandwidth connection and there’s plenty of ways to take this into account. For example by limiting video quality (or just focusing on audio), having fewer people per class (one-on-one has an extra benefit here), and using other features like an online whiteboard to explain things that don’t require video.
  • Don’t just copy an offline class: research has shown that knowledge retention rates rise from 8-10% in offline learning environments to 25-60% in e-learning settings. The idea is that students can more easily learn at their own pace and thus pick up new information more quickly. When creating an virtual class, a teacher has to take this into account and keep it challenging. This also allows for a shorter class than an offline one would usually be. Expect more focused interaction in an online class coupled with some more ‘entertaining’ elements, such as flash cards or a more playful use of an instrument.
  • Focus on process over curriculum: similar to what many bands and artists are doing with their recording process (e.g. Selena Gomez) there are opportunities to innovate when it comes to song-writing in online collaboration. One teacher had his class write songs in groups, each ‘band member’ tasked to record themselves in their own home. He encouraged them to try out the acoustics in various spaces with just one condition, that they all play in the same key, in the same tempo.

Growth opportunities

It seems that the technologies are there for online music education to grow exponentially in the coming years. Traditional schools can reach much broader audiences and involve a wider array of teachers while implementing more differentiated lessons. Similarly, for people wanting to learn a new instrument, or have their kids learn one, there’s endless options. Some geared towards students who crave gamification and rewards, others geared towards more traditional teacher-student interactions. With all this tech available and a global population accustomed to online learning through enforced lockdowns there’s no reason that the industry shouldn’t just aim for a billion users but also a billion dollar market size.

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