Thursday, January 21, 2010

Michael F. Chan's Visions of the Amen



This is an interesting sculpture... It is activated by sound (the singer in the video is Ashleigh Semkiw). Each string is activated by a different note and is has spin velocity based upon volume. It was done using Processing.

Pretty cool, but I wish the video was better at showing the strings transitioning from one shape to another.

Somewhat related: my Study for a Vocoder

[via Make]

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Monday, October 26, 2009

Steven Shearer's "Improved Geometric..."



Steven Shearer's Improved Geometric Mechanotherapy Cell for Harmonic Alignment of Movements and Relations (2009) is an interesting work. I think the 2009 date on it might be wrong though... I'm pretty sure I saw it at the New Museum in 2008 (or at some point anyway).

Here's an excerpt from the Shearer's 2008 New Museum show's catalog:
The new sculpture I'm making is...based on an old picture of a jungle gym that was constructed out of four-inch PVC sewer pipe. I liked the idea that this utopian object was constructed out of plumbing material and maybe it is now the plumber taking on the role of the social-engineer-- this is his meditation on how to create equilibrium and harmony amongst young people!

...

The full-sized PVC version will be about nine square feet, and it will have a sound component to it that will generate subtle vibrations and tones that I plan to make with a bass guitar, kind of like chimes trying to summon people. Speakers along with tactile transducers will be housed within it to create an illusion that the tones become louder when you touch the sculpture. I like the idea of a sculpture that tries to turn people's bodies into instruments.
[via Rhizome]

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Tuesday, October 13, 2009

Kenny Marshall's "prototype for an infinite array of semi-autonomous percussive devices"



Kenny Marshall has portfolio full of interesting kinetic work. He describes his prototype for an infinite array of semi-autonomous percussive devices as being:
... a group of small robotic sculptures, each connected to its immediate neighbors via wires, that together form a net of robotic life that spreads across the Garden at the Mattress Factory and over nearby structures. These twenty-five mechanical crickets fill the garden with sound as they listen to their neighbors and act accordingly during Pittsburgh's Robot250 festival. Using Dr. John Conway’s rules for The Game of Life, each robot activates when a preset number of his neighbors is active and deactivates if too few or too many of his neighbors are active.
The Game of Life is an interesting simulation of simple life that been a favorite of geeky-types since 1970. Worth checking out (if you're a geeky-type).

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Tuesday, October 6, 2009

The Books's "Spoonbox"


The music group The Books (Paul de Jong and Nick Zammuto) have created a nice bit of kinetic sculpture (see above). I particularly like that that it uses sound vibrations, not motors or servos, to move the spoons. Very elegant.

Here is how The Books describe it:
I built this prototype of the Spoonbox out of wood, plexiglass, zinc plates, measuring spoons, and closeout radioshack parts. It hooks up to a CD player and small amplifier which cause the spoons to dance. There are small speakers behind the spoons that move in response to the sounds on the CD which I carefully composed using low frequency sine waves and kitchen sounds. The speakers, in turn, blow small puffs of air into the spoons which cause them to bounce/vibrate in rhythmic patterns. It really must be seen to be understood, but this video might give you some sense of what it does.
[via BoingBoing]


Another work in this vein is David Moreno's Stereomo (2004), which I saw at the Greater New York show in 2005 at PS1. Stereomo consisted of two speaker components mounted on flexible steel rods. The speakers emit inaudible, low frequency sounds that cause them to sway along with other, pulsing sounds that play of the metronomic motion.

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Thursday, February 19, 2009

Pe Lang + Zimoun's "untitled sound objects"

Pe Lang + Zimoun are a Swiss art-making duo whose works usually involve many small motors that make sound and motion.

I particularly like their "swarm of prepared vibration motors" from 2008:




Pe Lang + Zimoun currently have work in a show with Tim Knowles at Bitforms. Read more about that show on Rhizome.

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Wednesday, December 3, 2008

interview with Golan Levin

On Turbulence.org's Networked Music Review has an interview by Peter Traub with Golan Levin.

The interview focuses on Golan's Dialtones (A Telesymphony), 2001, which was a concert performed through the choreographed dialing and ringing of the audience's own mobile phones. Golan did the project in collaboration with in collaboration with Gregory Shakar, Scott Gibbons, Yasmin Sohrawardy, Joris Gruber, Erich Semlak, Gunther Schmidl, and Joerg Lehner.

Go here to read the interview and hear the concert.

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Wednesday, November 12, 2008

Visualizing sound waves with salt




[via Make]

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Thursday, November 6, 2008

Tom Thayer at White Columns

Tom Thayer has a piece in the Looking Back group show at White Columns (the show runs until December 13th).

His contribution to the show is adapted from one of his live performances. It consists of a bird puppet which dips its needle/head down onto a record (which was recorded by Thayer), to play a random excerpt.



In a performance, Thayer would control the bird by hand, but for White Columns he has automated the motion. A microcontroller & servo turns a spindle that, in turn, pulls & releases a string through a pulley to raise & lower the bird's head.


I assisted Tom a bit with the automation. It was a lot of fun... he wanted to a way to record his manual manipulation of the string. I particularly liked this approach because it keeps a human touch in the motion--and I don't think it would have occured to me to do this, I probably would have simply directly programmed the motion into the controller.

I also really appreciated that this is an artwork that was conceived before the technical solution was applied. All too often we see work in which a technical challenge seems to be driving purpose and the artistic concept an after thought.

I can't wait to see what Thayer does next!

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Friday, October 24, 2008

Telephone games


I've always loved the telephone game (and I'm currently working on a telephone-game-like project). Incidentally, the preceding Wikipedia link goes to an article called "Chinese Whispers," which unfortunately seems to be the British Commonwealth's more-or-less derogatory name for the game.

Yuko Mohri's Taiwa-Hensokuki (2006-08), above, is a computer speech-to-text/text-to-speech loop that continually degrades over time. One computer transcribes the other computer reading aloud text, and then the computers swap roles and the transcribed text is read aloud with the other computer now in the role of transcriptor. The result is printed out in real-time on a nearby printer to keep a record of the conversation


Jürg Lehni's Apple Talk (2007), below, seems to be a remake of his earlier Analog Information (2002). Very much like Mohri's work, Lehni's has two computers speaking back-and-forth so that information slowly corrupts.


[via Make]

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Monday, October 20, 2008

Study for a Vocoder



I recently concluded a residency at LEMUR with a performance Study for a Vocoder. For quite a while I've been wanting to build a few vocoder-like sculptures/musical-instruments... and this is the first step towards the first of them.

It's built out of a ink-jet printer and a slide-whistle. It replicates whatever sounds are spoken/sung into a microphone. It can also play pre-recorded music ala a player piano. Its main short coming is being a bit slow in changing notes, but a more powerful stepper motor should help improve its response time.




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Thursday, October 9, 2008

I'm performing tonight at LEMUR

I've spent the last four weeks as a resident at LEMUR (the League of Electronic Musical Urban Robots). It's been a great experience! LEMUR's own work is very inspiring and having a residency (and access to LEMUR's tools) was very motivating.

I spent my residency building a study for an interactive sculpture I've been wanting to make. The eventual sculpture is intended to work like a vocoder.

I'm pretty pleased with the prototype... it's a slide whistle which replicates whatever sounds are spoken/sung into a microphone. It can also play pre-recorded music ala a player piano. It's main short coming is being a bit slow in changing notes, but a more powerful stepper motor should help improve it's response time.

Here are some quick snapshots of the Study for Vocoder. I'll try to post a video of it in action before too long. Or if you're in NYC and free tonight (Thursday Oct 9, 2008), you can see it in action at a performance by the LEMUR residents. It starts at 8pm and should be fun. I heard fellow-resident Adam Matta (warning, his website automatically plays sound) rehearse last night and he sounded great! Details about the performance here.




related post: Vocoders

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Friday, October 3, 2008

Roman Haefeli's "Solenoid Concert"


A nice little musical installation by Roman Haefeli using solenoids what looks to be Pure Data or Max programming language.

It reminds me a bit of David Byrne's Playing the Building and the work of League of Electronic Musical Urban Robots (LEMUR). Incidentally, I'm just finishing up a residency at LEMUR and will be wrapping it up with a performance at 8pm on Thursday October 9th.

[via Boing Boing]


Related:
More Songs About Buildings

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Monday, September 15, 2008

Ranjit Bhatnagar's Trumpet Marine



Ranjit Bhatnagar's acoustic/kinetic sculpture Trumpet Marine was part of the 2008 Figment Festival on Governor's Island in the NYC harbor.


[via Make]

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Monday, September 8, 2008

Telemegaphone


Telemegaphone is a 23-foot loudspeaker of a Norwegian mountain. The loadspeaker receives phone calls and projects them out over the lovely and remote village of Dale.

The project (which just ended due to deer hunting season) powered the speakers using the wind--on calm days no calls received!

From the FAQ:
Some people complained that the volume was too loud for sleeping with open windows during calm, warm summer nights. After adjusting the volume slightly, others complained that the volume was now too weak.

One woman said: "This is great. I will sit on my porch with a cup of tea and listen to the world."

Another woman said: "We like things a little bit crazy here in Dale."

Expect many more opinions from Dale-ites to be published here in September.


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Monday, July 21, 2008

Vocoders redux


While flying back from vacation, I caught up on my New Yorker reading on the plane. The June 23rd issue had an article about voice recognition & synthesis that included mention of voders (the topic of my last post) as well as von Kempelen's contraption:
In the late eighteenth century, a Hungarian inventor named Wolfgang von Kempelen built a speaking machine by modelling the human vocal tract, using a bellows for lungs, a reed from a bagpipe for the vocal folds, and a keyboard to manipulate the "mouth." By playing the keys, an operator could form complete phrases in several different languages.
Reader po8 had a great comment/correction regarding my description of vocoders:
It looks like your description of how a vocoder works was taken from the Wikipedia article. Sadly, that article appears to be more-than-usually broken. (Why would one *ever* filter a given frequency with bandpass filters at other frequencies? This is just called "attenuation", and there's easier ways to get it.) Fortunately, their first reference link is to http://www.paia.com/ProdArticles/vocodwrk.htm, which provides a clear explanation of how a particular analog vocoder works, and confirms my recollections of the process.

The traditional analog vocoder is indeed a two stage process. In the encoding stage, human speech is sampled by a bank of fairly narrow bandpass filters at frequencies chosen to capture important speech features, and then the amplitudes of the filter bank outputs are measured.

The compression that was the target of the original algorithm comes from the fact that the amplitudes of the signals coming out of the filter bank carry most of the speech information, but are smooth in such a way that they can be compactly represented and transmitted infrequently.

In the decoding stage, of a traditional vocoder, the band amplitudes coming from the encoder are used to modulate sinusoids at the bank center frequencies, recovering enough of the original signal that the speech is understandable. This also gives the vocoder its characteristic "choir" sound.

In electronic music, one typically uses a second filter bank to filter frequencies out of a musical source such as a guitar chord, and then modulates the output of the second bank with the amplitudes from the first bank. This is how the sort of "talking guitar" effects one often hears are produced.

While LPC etc are technically vocoding, they bear so little resemblance to the original technology that they are usually referred to by other names.

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Friday, July 18, 2008

Vocoders

Vocoder effects are familiar to us in the form of robot voices or musical effects such as Peter Frampton's "talk box":


They work by determining a base frequency of a voice and then measure the spoken words in terms of variation from that frequency. Then, the synthesized playback is done by generating the base frequency and varying it according to the measurements. For effects like Frampton's, the playback varies a musical tone (such as guitar chords) instead of generating & using the base frequency.

Development of the Vocoder began surprisingly early--1928. Bell Lab engineer Homer Dudley created the vocoder as a way of encrypting speech for secure radio transmission and compressing speech for transmission over telephone lines.

More precisely, a Vocoder is the component that analyzes speech and a Voder (Voice Operating Demonstrator) is the component that recreates it. The early voders were manual filters (requiring a trained operator) consisting of consoles with fifteen touch-sensitive keys and a foot pedal.

Voder operator in 1939 and as demonstrated at the 1939 World's Fair:


A sound sample from Dudley's 1939 Voder, with introduction (170k au file)

Obsolete.com writes:
Werner Meyer-Eppler, then the director of Phonetics at Bonn University, recognised the relevance of the machines to electronic music after Dudley visited the University in 1948, and used the vocoder as a basis for his future writings which in turn became the inspiration for the German "Electronische Musik" movement.

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Monday, July 14, 2008

Laurie Anderson's "Hearring"

anderson laurie

I'm a huge fan of Laurie Anderson and her Hearring (1997) always makes me smile (it plays her voice repeatedly saying, "Hey you! I'm right behind you!"). The wearable art was done in an edition of 150 for Parkett magazine. Inexplicitly, the edition is not sold out (perhaps art collectors think of Anderson a musician?) and a Hearring is available for the bargain price of $600.

To create the piece, Anderson worked with jeweler Josiah Dearborn and engineer Bob Bielecki. Bielecki has collaborated with Anderson before on such things as her magnetic tape violin:

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Monday, June 30, 2008

Yuri Suzuki


[via We Make Money Not Art]

Yuri Suzuki recently earned an MA in Design Products program at the Royal College of Art.

The projects of his that caught my eye include Sound Chaser (which is a bit like a toy train that rides/plays rails of records, see above) and Prepared Turntable (a five-armed record player, see below).

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Wednesday, June 25, 2008

Hydraulophones

A hydraulophones are musical instruments that uses pressurized hydraulic fluid, such as water, to make sound. They were invented by Steve Mann ( who is perhaps best known for his work in wearable computing). I particularly like the instrument's public art incarnation:


Pachelbel's Canon being played on the hydraulophone:


Overview of the instrument including early prototypes:


A variety of hydraulophone-related videos, photos, & links can be found at Steve Mann's wearcam website.

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Tuesday, June 24, 2008

Pure Data

I've recently been working with Pure Data, a cross-platform graphical programming language for audio (as well as some video & graphical) processing. (See an earlier post about a project using Pure Data).

Pure Data is an open-source project that was started in the 1990s by Miller Puckette (who continues to maintain it). It's similar & somewhat interoperable with Max/MSP (a commercial product based on Miller Puckette's earlier Max programming language). It's a bit humbling to realize that there's a such a long-time, interesting multimedia of which I was largely unaware.

Pure Data is certainly fun to play with (though I keep fearing that I'm going to make a mistake and blow out my expensive speakers). Puckette has written a "patch" (an extension) called fiddle~ that analyzes a sound's component frequencies and is exactly what I need for one of the projects I'm currently working on.

I did a bit of graphical programming using Edith (The Sims scripting language) when I was at Maxis, so the paradigm isn't completely new to me. It's interesting to so clearly see a program's control flow and I'm tempted to incorporate the language into my Multimedia 2 course at CCNY. However, I do wish Pure Data handled conditional statements more straightforwardly... I'm new to the language, so it's very possible that I'm missing something, but the following (which seems kinda hacky to me) was what I came up with for doing an if-else statement:
What I'm wanting to do is to check a sound's amplitude and if it's less than 0.04, set it to 0, otherwise set it to 0.5. The above does the job... if you know a better way, don't hesitate to post a comment!

UPDATE:
I figured out a better way of doing the above operation.

">= 0.04" returns "1" if the value being evaluated is greater than 0.04 and "0" if it is less. Conveniently, I'm looking for the outcome to be 0 when false and 0.5 when true--so I can simply multiply 0.5 with the 1/0 value coming out of the >= operation.

Still, I think a if-then-else would be a good addition to PD.

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Wednesday, June 18, 2008

Tristan Perich

Tristan Perich is musician, artist, & hacker. Marisa Olson posted about his work recently on Rhizome:
Unsurprisingly descended from Warhol-era conceptual artist Anton Perich, the younger Perich has become a fixture in the local avant garde scene, bringing his own brand of circuit-bent instruments to the contemporary music sphere. His band, The Loud Objects, have made a very well-received international magic-show of their singular work, which involves soldering musical chips together atop an overhead projector--clad in futuristic sunglasses, no less!
I have a copy of Perich's 1-Bit Music (2004-2005), pictured above. It is a clever bit of electronic hackery that is contained in a CD jewel case. Plug in headphones, flip a switch, and you have lo-fi electronic music that puts many 16-bit works (the bit-depth that compact discs are recorded at) to shame. I picked up the Whitney Museum store's last copy, so if you'd like a copy of 1-Bit Music your best bet is Perich's online store (which sells a variety electronic, musical goodies).

Tonight (Wednesday June 18th), Perich is premiering his untitled (Bernadette Mayer) 5 voices and 15-channel electronics at 8pm in the Issue Project Room in Brooklyn.

Here is Perich's Active Field, 10 violins, 10-channel 1-bit electronics (2007)

See The Village Voice for another profile of Perich.

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Sunday, June 8, 2008

Phyllis Chen & her toy pianos


The other night I heard a fantastic performance by Phyllis Chen at the Christopher Henry Gallery on Elizabeth Street (NYC). It's amazing to see & hear virtuoso piano playing on the tiny keyboards. Each different toy piano seems to have its own unique characteristics, but overall they are more percussive than regular pianos.

Here's a video from the performance:

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Monday, June 2, 2008

My hard drive is experiencing some strange noises

Gregory Chatonsky's project uses sensors to translate (using Pure Data) the vibrations from a malfunctioning hard drive into sound.

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Tuesday, May 13, 2008

More Songs About Buildings...

David Byrne building-based musical instrument, Playing the Building, is being installed (in collaboration with Creative Time) at Battery Maritime Building, New York, NY (10 South Street at Whitehall Street).

Playing the building is a sound installation in which the infrastructure, the physical plant of the building, is converted into a giant musical instrument. Devices are attached to the building structure -- to the metal beams and pillars, the heating pipes, the water pipes -- and are used to make these things produce sound. The activations are of three types: wind, vibration, striking. The devices do not produce sound themselves, but they cause the building elements to vibrate, resonate and oscillate so that the building itself becomes a very large musical instrument.
Visitors can play the building organ during the show's run (May 31 - August 10, 2008). I believe the show is only open on weekends, so double-check that before heading to visit it.

This is the installations second outing--it was installed in Stockholm several years ago. A photocam recording from the Stockholm show opening (9 October 2005):


Ewa Berglund playing the building (recorded by Emma Karlsson), Färgfabriken, 29 October 2005:

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Thursday, May 8, 2008

John Luther Adams's "The Place Where You Go to Listen"

Alex Roth has an article in the most recent New Yorker about John Luther Adams's generative music installation. In a nutshell:
"The Place" translates raw data into music: information from seismological, meteorological, and geomagnetic stations in various parts of Alaska is fed into a computer and transformed into an intricate, vibrantly colored field of electronic sound.
From Roth's description it seems like Adams did a very good job of data visualization (or rather, data auralization). The listener has a sense of what the music represents:
The first day I was there, "The Place" was subdued, though it cast a hypnotic spell. Checking the Alaskan data stations on my laptop, I saw that geomagnetic activity was negligible. Some minor seismic activity in the region had set off the bass frequencies, but it was a rather opaque ripple of beats, suggestive of a dance party in an underground crypt. Clouds covered the sky, so the Day Choir was muted. After a few minutes, there was a noticeable change: the solar harmonies acquired extra radiance, with upper intervals oscillating in an almost melodic fashion. Certain that the sun had come out, I left "The Place," and looked out the windows of the lobby. The Alaska Range was glistening on the far side of the Tanana Valley.

When I arrived the next day, just before noon, "The Place" was jumping. A mild earthquake in the Alaska Range, measuring 2.99 on the Richter scale, was causing the Earth Drums to pound more loudly and go deeper in register. (If a major earthquake were to hit Fairbanks, "The Place," if it survived, would throb to the frequency 24.27Hz, an abyssal tone that Adams associates with the rotation of the earth.) Even more spectacular were the high sounds showering down from speakers on the ceiling.
"The Place" sounds like a very compelling work and a real accomplishment... however, Roth's article does seem a bit naive in regards to how the installation fits into the tradition of generative art. Roth writes:
["The Place"] is a forbiddingly complex creation that contains a probably unresolvable philosophical contradiction. On the one hand, it lacks a will of its own; it is at the mercy of its data streams, the humors of the earth. On the other hand, it is a deeply personal work, whose material reflects Adams's long-standing preoccupation with multiple systems of tuning, his fascination with slow-motion formal processes, his love of foggy masses of sound in which many events are unfolding at independent tempos.
Fair enough... but the same contradiction is inherent to almost every generative artwork. It's almost like waxing poetic over how a particular sculpture seems to be dealing with issues of form in space. Uh, yeah... that's what sculptures do.

I was also struck by this quote of Adams's:
"Actually, my original conception for 'The Place' was truly grandiose. I thought that it might be a piece that could be realized at any location on the earth, and that each location would have its unique sonic signature. That idea--tuning the whole world--stayed with me for a long time. But at some point I realized that I was tuning it so that this place, this room, on this hill, looking out over the Alaska Range, was the sweetest-sounding spot on earth."
I spent part of last summer doing investigations with generative music and sound (and I hope this summer to bring this work to fruition). I discovered that it is fairly easy to create a process for making reasonably convincing (if not wholly compelling) music. What is much more difficult is having that artwork capable of generating a variety of distinct pieces.

I think Adams is being very upfront about how the installation is tuned to the Alaskan environmental variables in particular. If he had done a more generic tuning--one that would work in any given place--he probably wouldn't have been able to achieve his "unique sonic signature" idea. Each place would probably end up sounding very much like all the other locations.

Golan Levin, in an interview with Carlos Zanni, argued that interactive and generative art is about "creating an illusion of control: the sense that the 'artist' has relinquished authorship to the user, or to some clever algorithm. In fact, this is a myth."

What Levin is saying, I think, is that the artist/composer has complete control over how the triggering data is framed. Often the truly defining characteristics of generative artworks are the elements over which the artist maintains control rather than the aspects determined by the stochastic input. For example, Adams said he tuned the installation to that place in particular. He determined that earthquakes trigger the Earth Drums and he undoubtedly adjusted it so that the average level of tremors generally sounds good. This is very much like when I saw guitarist Elvin Bishop at a blues festival--at one point in the set he had an audience member strum the guitar while Bishop continued to finger the chord changes. It was fun and a neat trick, but the strumming no more determined the direction of Bishop's song than the tremors determines Adam's.

These issues of illusion and control remind me of my childhood interest in stage magic. I used to learn tricks and read up on magicians until I eventually realized that stage magic would always be unsatisfying to me because I'm not interested in the illusion of magic, what I really wanted was real magic. I have similar feelings about generative art... I play around the edges of it, but I'm not interested in presenting the illusion of machine creativity.

It is a step in the direction for generative art to be based upon chance--that is based on something unpredictable yet representational such as the brightness of light, the amount of carbon dioxide in the room, etc. Ideally the originating chance occurrence can be sensed by the viewer (in the same way that Roth deduced the change in light based upon the shift in the music's mood). It's hard to say what level of illusion is in "The Place," but it does seem there is a reasonable transparency between the sounds and the real-world input that triggered them.

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Monday, April 28, 2008

"Cantata Park" by Metamatic Collective

Second Life has been attracting a lot of attention as a platform for media artists... some of the work isn't all that interesting (especially if it mainly depends on the aging novelty of avatars virtual spaces)... but some of it is quite interesting such as Eteam's Second Life Dumpster (Marisa Olson describes it here);

Turbulence's Networked_Performance blog reported on another intriguing Second Life project:
Cantata Park 1 (2006) [Teleport to Mashup Park, Marni (206, 35, 23)] -- by Metamatic (Christopher Dodds and Adam Nash) -- is an interactive, spatialised sound sculpture built in the virtual world Second Life. The sculpture is made from 256 individual nodes in a 16 x 16 grid. Each node is embedded with a single word, triggered by a participant's movement through the work. Each participant creates a random narrative, assembled on-the-fly, and in real-time.

Cantata Park explores the notion of a "cut-up narrative". By disassembling and reassembling a passage of text, the participant is free to extract unseen meaning from an existing text. The cut-up technique was popularised by Beat poets in the 1950's-70's as a method to "break the linearity" of written language, with William S. Burroughs using it extensively in his works. Burroughs believed non-pictorial languages contained a virus. By using non-linear writing techniques he believed the true meaning of language could be exposed, and the spoken word used as a weapon.

Cantata Park uses a passage of 256 words from Burroughs' The Electronic Revolution (1971) and transfers the cut-up technique into a real-time 3D environment.

The work explores the possibilities of metaverse art, limitations of Second Life's construction tools and scripting language, and the ability to appreciate conceptual art by proxy of an avatar.

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Tuesday, April 22, 2008

A day without the mobile-phone





Recordings of the sculpture made by Andrew McKenzie, h3o

Eve Arpo & Riin Kranna-Rõõs coordinated "a day without the mobile-phone" last September in Tallinn, Estonia. The project is a an installation made up of cell phones collected from the people in the city. The phones are hung on a tree where they create a light- and sound-installation. Through out the night the phones light up, ring, & vibrate as they receive phone calls--some inadvertent and some specifically to trigger the sculpture.

The artists are organizing a second installation for June 2008 in Edmonton, Canada as part of of The Works Art & Design Festival.



Part 1: TV coverage in top evening news, Reporter, Kanal2.
Part 2: documentation from the installation, recorded by Üllar Luup, Reporter, Kanal2

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Wednesday, April 16, 2008

Beast in the basement

Fighting off a bad cold, so I'm limiting myself to a quick reblogging (via Make) today.


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Wednesday, March 12, 2008

Question Box


Question Box is a very interesting, very cool project which allows people in an Indian village access to the Internet's wealth of information via a intercom that links up to a human researcher.

The spread of such access reminds me of how the Internet has changed the way that I think of (& access) knowledge and information--when I was a kid I would often wonder about a certain topic, but would know that the information was basically out of my reach. My town (population 7,000) didn't have a particularly comprehensive library--and even if it did, I couldn't spend hours in it to research a momentarily, idle curiosity. Now, I am constantly looking up information simply for the joy of it (e.g., "I wonder about Vanilla beans... are there vanilla trees? Oh, they come from orchids!").

Here's what Boing Boing's Cory Doctorow wrote about the project:
The Question Box is a project from UC Berkeley's Rose Shuman to bring some of the benefits of the information on the Internet to places that are too remote or poor to sustain a live Internet link. It works by installing a single-button intercom in the village that is linked to a nearby town where there is a computer with a trained, live operator. Questioners press the intercom, describe their query to the operator, who runs it, reads the search results, and discusses them with the questioner (it's like those "executive assistant" telephone services, but for people who live in very rural places).
...

But the net isn't binary (well, it is, but not in the way I mean): it isn't there or not-there. It can ooze in, over the period of years and decades.

The Question Box has been deployed live in Phoolpur village in Greater Noida, close to New Delhi and it was a stonking, smashing success, and will now be expanding further.

[via Boing Boing]

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Wednesday, February 27, 2008

The story of Arthur the Rat


Check out this work by Christopher at supercentral.

[via Rhizome]

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Friday, February 22, 2008

Absolut sound sculptures




Absolut Vodka has sponsored two sound art installations: Absolut Quartet in NYC and Absolut Choir in Stockholm. Both installation are interactive via the web.

I have mixed feelings about corporate sponsorship of art. It is helping artists create and promote their artworks (and corporate sponsorship of museum exhibits has certainly become common-place). But imposing the vodka's name on the artwork's titles seems too intrusive to me. At least it isn't as obnoxiously promotional as some corporate art events.

Absolut Quartet (see video above) is the more interesting of the two works. It seems inspired by the Animusic "Pipe Dream" computer animation (see below), which became an urban legend (claiming that "Pipe Dream" was a physical sculpture).




[Via Make]

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