Abstracts
& Biographies
Anders-Petter
Andersson, Interactive Institute, Malmo Sweden, Birgitta
Cappelen, School of Arts and Communication, Malmo Sweden
- Mufi (Mu -music Fi -field)
anders-petter@interactiveinstitute.se
In this paper
we want to explore Field as a concept and as a metaphor
and how it changes our understanding of interactive
systems. We want to show the change from a mindset where
one uses and designs Keys and Controls to a mindset
where one uses and designs Fields of potentialities.
A Key is a tool to open a door. It is a button to push
in order to control something, a musical instrument
or a way to make a choice. It is an absolute characterisation
of the music seen as the dichotomy between Major and
Minor. A Key is unambiguous. A Field is something we
cultivate where what we plant grows. It is an open area
to walk through. It is an area of knowledge with yet
unidentified constraints. A Field is ambiguous. We live
at a time when the network is a major material factor,
after postmodernism where absolute references to values
and meanings died. Therefore we consider Field to be
a more relevant concept making us understand what we
create and use, than the functionalistic concepts of
Keys and Controls.
If we look at
our selves as creators and explorers of Fields the old
functionalistic mindsets must let go of its grip. The
audiences become creators of the Field in similar ways
that the composers are. As composers we have to create
potentialities and not finalised works to be performed
in front of an audience. We create elements of an unlimited
Field of potentials, nodes in a network. Nodes that
relate potentially to other nodes and in real time create
the tune, realize the potential. This changes the meaning
of linear composition, still building on and transforming
old principles of composition. We use the interactive
installation Mufi (Mu -music Fi -field) in order to
exemplify our arguments.
<back>
Kathryn
Best and Giles Rollestone - Urban Feedback - interactive
CD-ROM
'Urban Feedback London Tokyo, Tokyo
Nomad' CD-ROM captures and relays a sense of Tokyo through
the relationship between time-based media and the subtleties
of interaction. It forms part of a continuing series
of city-based projects that reflect the fractured experience
of the urban environment.
'Tokyo Nomad' is a reactive environment
which, over time, reveals ambient views and impressions
of Tokyo; the city you inhabit, or Tokyo the city you
dream of visiting. 'Tokyo Nomad' reveals events and
visual experiences over time, mapping time to place,
mapping the real time of your computer clock to the
experience of Tokyo as an abstract, imagined place.
The 'time-based' engine contains sixteen different events,
shifting and revealing in response to the phases: Morning,
Afternoon, Evening and Night. Within each of the phases
are four interactive themes: No Address, Without Words,
Station and Balance. The events are layered, eroding
over time to reveal glimpses and reflections of the
visual complexity of Tokyo.
www.urbanfeedback.com
<back>
Tom
Betts - Pixelmap
nullpointer@odessadesign.co.uk
'Pixelmap' allows generative music
producing programs (such as Max and PD) to generate
simple geometric patterns in the tradition of Norman
Mclaren's animations (using MIDI data). It combines
the act of a live generative performance(all synthesis
based) with co-sequenced / interpreted generative images.
http://www.nullpointer.co.uk
http://www.dividebyzero.org
http://www.orphanrecords.co.uk
<back>
Andy
Birtwistle - Insects, urine and flatulence : the radical
potential of Mickey Mousing
ab27@cant.ac.uk
Contemporary
computer technology now presents the audio-visual composer
with the possibility of mixing what is in effect a live,
improvised film. As an example of such a practice, this
presentation will focus on Mick Grierson's audio-visual
composition 'Remote Control' (2002). In many ways such
work can be viewed within the context of synesthetic
artistic traditions which find expression and theorization
in the work of composers, painters, filmmakers and computer
pioneers. However, I propose that the 'termite art'
of Carl Stalling, House Composer for Warner Brothers
cartoons between 1936 and 1958, is now becoming increasingly
relevant to an understanding of the future possibilities
of audio-visual composition. Digital technology allows
the composer to fulfill the true entomic and urinary
lines of flight originally proposed by the residents
of 'Termite Terrace'.
Contemporary
popular music provides its own challenge to western
art music, through its use of montage, fragmentation,
quotation and pastiche - elements shared in common with
the compositional work of Carl Stalling. But Stalling's
music, by nature of the fact that it was composed to
work with images, also featured the sonic illustration
(by morphological sound effects) of visual events pejoratively
termed 'Mickey Mousing'. Western art music has tended
to reject those sounds it considers unmusical. It has
always held itself - and has been held up to be - the
abstract art from par excellence. Extramusical or worldly
sounds have no place in Western art music. The intertextuality
of Stalling's work is an intrusion - albeit musicalised
- of the outside into the sealed world of Western music.
Forms of dissonance, a devaluation of the classical,
the introduction of the incomplete and a lack of closure
all point to a radical trajectory in the work. And yet
it is cartoon sound's adherence to the image, its lack
of isolation that is most radical. Mickey Mousing punctures
the bubble in which western music has placed itself,
forcing an acknowledgement of an 'outside', an other:
in this case, the visual. Not only does Mickey Mousing
destroy the notion of an isolated specificity, of an
abstraction from all else, but it also introduces ideas
of other kinds of structuration and other ways of considering
structure.
Within the cartoon
all these potentially turbulent elements are clearly
contained. It is only when taken out of context of the
cartoon and compared with other music does cartoon music
begin to build a space for itself - the space we might
expect. This space is now provided by live audio- visual
composition. I use the notion of the refrain - in the
terms proposed by Deleuze and Guattari in their essay
1837: Of the Refrain - to examine the mechanics by which
a morphology shared by image and sound bites out its
own audio-visual territory as live composition progresses.
<back>
Gabriella
Braun - Antartic Waves
gabi@braunarts.com
ANTARCTIC WAVES will offer a unique
collection of creative tools for making music inspired
by the important scientific work being explored in Antarctica.
It uses as its unifying principle the concept of waves.
Waves represent:
- the methods used by scientists to both measure and
understand Antarctica,
- the ways in which we both make and hear (and sometimes
see) music,
- a series of metaphors connecting this scientific work
with musical ideas.
The central concept for these music
making software tools is a new idea that extends the
notion of visualising data. Scientists who need to understand
complex data sets are familiar with the idea of representing
data graphically and sometimes dynamically. Recent developments
in hardware and software have provided a new range of
powerful software tools for visualising data. We have
taken this idea one sense further and designed software
that enables the user to musicalise data - in other
words software that allows us to hear scientific data
as well as see it. The results will be offered as a
creative toolkit that draws on scientific data as the
basis for creating music.
Antarctic Waves will be distributed
freely to each UK secondary school or college where
GCSE & A-Level music or equivalent qualifications
are taught. This market is recognised as being substantially
under-provided for in terms of composition resources
as most emphasis is placed on the history, theory or
performance of music. Teachers are known to generally
lack confidence in teaching composition, and SciArt
projects are very rarely considered, much less taken
on. Antarctic Waves aims to address this as well as
aiming to have a wider appeal to a non schools-based
commercial market.
Antarctic Waves will encourage young
musicians to create new musical works inspired by the
last great wilderness. The interactive musicalising
toolkit will encourage students to use their own
musical styles to give musical expression to data that
reflects global problems, such as climate change and
ozone depletion, creating a cross-cultural bridge between
science and arts. These musicalising software tools
are unique to Antarctic Waves and are based on an original
idea by the Braunarts team being developed specifically
for this project. Antarctic Waves will tap into young
peoples deep interest in environmental issues
and explore Antarcticas importance in understanding
our fragile planet.
Musicalised data includes satellite-tracked
Wandering Albatrosses, infrared imagery of the atmosphere,
'Whistlers' - electrical disturbances created in the
northern hemisphere and heard at the Antarctic, and
ice layers in a glacier.
Antarctic Waves is a unique collaboration
between the British Antarctic Survey, Braunarts and
the Philharmonia Orchestra.
www.antarcticwaves.com
www.braunarts.com
<back>
Jonah
Brucker-Cohen (USA) - Physical Web Interfaces
Research Fellow, Human Connectedness Group, Media Lab
Europe, Dublin, Ireland
jonah@coin-operated.com
Physical Web Interfaces is a concept
that attempts to change our relationship to computers
and conventional Internet interfaces by bringing virtual
processes into the real world. As interfaces change
from the desktop metaphor into new organic forms, there
is a realization that we - not the computer - have become
the ultimate interface for interactive media. By attaching
new physical inputs (besides the keyboard and mouse)
to things we perceive as truly virtual, we add a socio-critical
dimension to the interaction of people and machine when
they meet at the interface. Thus we can make the intangible
tangible. In this presentation, "Physical Web Interfaces",
I will explore our relationship to computers from a
purely human perspective - where machines must adapt
and respond to us, not us to them. I will also demostrate
ways we can connect virtual net spaces with our physical
surroundings by discussing several of my projects including
"Crank The Web" - a personal control for bandwidth,
"Site-Traffic.net" - a two-way tele-presence
musical sequencer, "LiveWindow" - sensory
input to a browser, "SearchEngine" - a physical
search engine, "SpeakerPhone" a telepresent
sound environment, as well as projects that allow for
artistic collaboration between people with mobile devices.
Jonah Brucker-Cohen works as a Research
Fellow at Media Lab Europe in Dublin, Ireland. He received
a MPS from the Interactive Telecommunications Program
at New York University's Tisch School of the Arts, NYC
and worked there from 1999 to 2001 as an Interval Research
Fellow creating interactive digital / networked projects.
His writing has appeared in WIRED Magazine, I.D. Magazine,
Print Magazine, Time Out New York, he is an Internet
music columnist at Magnet Magazine, and was chosen as
a nominating judge for the 2000-2001 Webby Awards.
http://www.coin-operated.com
http://www.coin-operated.com/projects
<back>
Stefan
Cartwright - CUBOP
stef@rechord.com
CUBOP - a compositional
instrument is an instrument for creating and playing
with moods. A kind of audio visual wallpaper which you
can personalise to taste. Like any instrument there
are certain rules which when applied create a more pleasing
effect. This piece came to us as we developed our free
jazz programming style. The joy of this is that unlike
most computer processes, we have no preconception of
what the interface will sound like, or how it will behave.
We don't use a score. We improvise until a coherent
language emerges. This is not the end of the story.
Unlike jazz, the audience is a vital part of the composition
process. We provide mood-morphing interactive environments.
The audience plays the melody.
rechord are artist/designers
working with interactive media. Less interested in prescribing
experiences and more in evolving environments/communication
strategies which engage and inspire playful participation.
www.rechord.com
<back>
Nick
Collins - Interactive Evolution of Breakbeat Cut Sequences
n.collins@mdx.ac.uk
This research project combines two
previous lines of investigation based on SuperCollider
2 (McCartney 1998) class libraries for breakbeat cutting
(Collins 2001, 2002a) and interactive genetic algorithms
(Collins 2002b). The BBCut Library provides support
for experiments in audio cutting, facilitating the writing
of new cut procedures without rewriting synthesis code.
The GAParams Library has base classes for genetic algorithms
and user interface tools for interactive evolution.
The space of possible cut sequences
for an audio cutting algorithm is a massive mathematical
territory, but effectively explored via genetic algorithm
in collaboration with a human auditor. The paper relates
a number of experiments based on the evolution of algorithmic
composition routine parameters. (Dahlstedt 2001) showed
great potential in the combined optimisation of synthesis
and algorithmic composition parameters (low and high
level perceptual entities) and we build upon this foundation.
The parameter space of the original
automatic breakbeat cutting algorithm, BBCutProc11,
is explored. A new cut procedure, MotifCutProc, which
manipulates an intermediate level of hierarchy between
block and phrase, is introduced. Motifs for the routine
are evolved using the genetic algorithm. The simultaneous
evolution of multiple layers of breakbeats is shown
to be a powerful method of arriving at polished resultants,
as long as a few restrictions are in place to enforce
a degree of synchrony between voices. The results are
promising and open up a world of possibilities for developing
effective custom audio cutting solutions.
<back>
Walter
Fabeck - Introduction to the Chromasone
walter@chrom.demon.co.uk
Since 1994 I have been developing and
refining a unique gestural interface. This project started
when I was studying "Sonology" at the Royal
Conservatory of the Netherlands. STEIM in Amsterdam
gave me support to develop the instrument . I have performed
with it at Paradiso, Amsterdam; Podewil, Berlin; Mercat
des Flors, Barcelona; and in numerous events in London
and the UK including the "HyperEvent" and
"Treason of Images" at the South Bank Centre;
the Disobey club at the Garage; the 291 Gallery in Hackney;
the Abney
Park Cemetery, Stoke Newington and the roof of the Royal
Festival Hall. Collaborative commissions have integrated
my performances with Film, Theatre, Video and Contemporary
Dance.
WHAT IS THE CHROMASONE
The instrument was conceived to perform electronic music
with a uniquely responsive interface, allowing an unprecedented
degree of expressive control over numerous sonic parameters,
whilst at the same time examining the fundamental issue
of performer-system interaction: the two-way process
of control and feedback.
The earliest form of the instrument
consisted of a pair of Datagloves equipped with ultrasound
transmitters. In this system the signals from the bend
sensors and the ultrasound sub-system (for spatial mapping)
were combined in a STEIM Sensor-Lab to produce MIDI
output for external synthesizers and samplers. The left-right
or 'x-axis' mapped to pitch, with a 128-note 'virtual'
MIDI keyboard calibrated to the exact dimensions of
an acoustic piano. The front-back or 'y-axis' was mapped
to volume.
This concept remains at the core of
the instrument, but there have been many refinements
including the addition of a vertical 'z-axis' for timbral
control; extra switches on the gloves, and radical visual
design and construction by Tim Gravestock which gives
physical definition to the planes of movement through
a chromium and perspex structure supporting foot sensors;
ultrasound receivers and a 2.1 metre long "pointer".
This consists of a thin rod on a pivot which allows
the x-axis to be rotated and tilted with respect to
the 'y' and 'z' axes: practically speaking, this enables
the pitch field to be rescaled with respect to the volume
and timbre fields through physical gesture, drastically
altering the behaviour of the sonic palette to which
the interface is linked. This, in combination with the
auxilliary switches and foot sensors gives the Chromasone
its unique identity.
www.chrom.demon.co.uk
<back>
Matt
Flax - Digital Time Code System for non-linear music
flatmax@ieee.org
A time code system is described which
allows linear and non-linear alteration for multimedia
systems and streams. The time code system is adaptable
to any time code protocol. The time code system is computationally
inexpensive.
http://mffmtimecode.sourceforge.net/
<back>
Dan
Gardenfors - Designing sound-based computer games
danga@interactiveinstitute.se
This project
deals with creating sound-based computer games, which
are games that use sound as their main medium. Auditory
games can be described as computer applications somewhere
between the fields of interactive music and auditory
interfaces. While most existing interactive audio applications
resemble virtual worlds that allow the user to explore
compositions, auditory games characteristically
have clearly defined goals. Still, there is no clear
border between what is a sound toy and what
is an auditory game.
Many interactive
audio creations depend on some form of graphical interface
to communicate the ways in which the sounds can be manipulated.
I try to design applications that do not depend on graphics,
so the games can be played with sound as the only output.
This approach enables visually impaired users to play
the games. So far, all my work on sound-based games
has been done in collaboration with the Swedish Library
of Talking Books and Braille (TPB). The games are intended
to be accessible and fun for everyone who likes to listen
to music and play with sounds in general.
Today, only a
limited number of sound-based games exist and many of
them are basically speech-synthesised versions of text-based
games. However, as the use of speech in games limits
the number of simultaneous sounds and makes real-time
interaction difficult, I try to create games with as
little speech as possible. Instead, these games rely
on sonic illustrations, corresponding to the images
of more modern graphic-based games. Illustrating events
with sound only is often quite difficult, since it is
not as customary as is graphic illustration. I believe
that if a language of sonic illustration would be established,
it could generate a completely new genre of games that
can be played with a pair of headphones and a game pad
only. It is, in any case, clear that designing fun and
functional, as well as aesthetic, sound-based games
is a great challenge. The appeal of such games, as with
all computer games, basically depends on two factors:
the actual concept, task or game objective, and on the
design, which in this case is the sound design.
In 2001, I developed
two simple auditory games together with TPB: a memory
game, and a game based on the classic mathematical problem,
The Towers of Hanoi. These games convey simple images
by the use of illustrative sounds, reducing the use
of speech to a minimum.
The instructions are presently only available in Swedish,
but the actual games contain no words.) Currently, I
am exploring real-time interaction in the Tag Game.
This game does not wait for user input the way the previous
puzzle games do. The Tag Game will be published by TPB
in June 2002.
www.tpb.se/spel/ljudspel/index.html
<back>
Adam
Hoyle & Lewis Sykes - the iRiealism project
adam@suckmypixel.com
iriealism@lewissykes.com
The iRiealism
project started in May 2001 and work has included a
live MIDI controlled visual show for Landslide at the
Big Chill Festival in Lolworth Castle, live Vjing at
the Traffic monthly club night in Old Street and at
the post tour X-mas party for Ash.
Current development of the iRiealiser, a live audio-visual
engine, has resulted in a piece for soundtoys.net. Ultimately
the duo intends to play their real-time controlled audio-visual
works to a wider public.
The website includes
an overview of the project, a log of the development
and online demos of work. The iRiealism project is the
realisation of a long term association between the two
collaborators who have basically pissed about together
with music, film and technology for over ten years.
Adam Hoyle
As lead programmer for seminal arts collective. AudioRom,
Adam has been working at the bleeding edge of interactive
music since the mid Nineties. From AudioRom's acclaimed
"Shift Control" through to "Antartic
Waves", his more recent collaboration with Braunarts
and the British Antartic Survey, he has always pushed
the envelope of the medium. The iRiealism project lets
Adam become the live performer hes always wanted
to be.
Lewis Sykes
With a background in music, experimental film and graphic
design, Lewis fused these interests together through
an MA in Hypermedia Studies at Westminster University.
His subsequent involvement with Cybersalon, Ninjatune
and PirateTV focused his approach to interactive multimedia.
The iRiealism project lets Lewis build the real-time,
audiovisual instruments hes always imagined in
his head.
www.iriealism.com
<back>
Mark
d'Inverno and John Eacott - Intelligent Technologies
and Generative Processes for Embedded Ambient Music
M.dinverno@wmin.ac.uk
john@informal.org
A consequence of cheap and accessible
processing power is the shift in the pattern of behaviour
relating to music consumption from that of passive consumer
to the active creator. In addition, it enables everyday
objects to be embued with some kind of processing which
enables them to both communicate with each other and
make decisions based on their current state and that
of the environment. This leads to the notion of Ambient
Intelligence where intelligent computational entities
are interwoven into the very fabric of our lives. We
envisage a scenario where many such music devices can
not only make intelligent, sympathetic decisions about
sound generation but would also interact with other
devides both musical and otherwise in a massively dynamic
and unpredictable environment.
The field of computer science which
is concerned with building systems which are inherently
distributed, dynamic, open and social in this sense
is known as intelligent agents. In this paper we set
out some possibilities for what we call Embedded Ambient
Music, where intelligent, interactive music generation
could continually and dynamically surround and sustain
our day to day existence.
www.informal.org/eam/
<back>
Charles
Kriel and Gary Carter - VJ Kriel
charles@kriel.tv
VJ Kriel is Radio
1's first resident VJ, performing at all of BBC Radio
1's live dance events, as well as serving as Resident
VJ for Pete Tong's Essential Selection. He has been
cited by The Times as club culture's first superstar
VJ, and regularly gigs in Ibiza, Ayia Napa, and across
Europe. Since Spring 2000, he has performed for nearly
1.5 million clubbers internationally.
Kriel has organised
a compact system that allows him to "scratch and
mix" video in the same way a DJ "scratches
and mixes" records. He works regularly with Pete
Tong, Judge Jules, Seb Fontaine and a selection of the
world's best DJ's, and has performed at BAFTA, the Muzik
Awards, film and CD launch parties, and every major
club and dance event in the UK, Ibiza and Ayia Napa.
In addition, he's about to complete my PhD at Central
Saint Martins in the psychology of noise, and how that
changes as technology upgrades. He has also been awarded
by Prix Ars Electronica for his Electroacoustic music
composition.
Currently, Gary Carter and VJ Kriel have been giving
a series of joint talks, they recently spoke at the
b.tv conference in relation to the future of social-creative
internet practice. Gary, in addition to working extensively
as a choreographer and performance artist, originated
Big Brother as well as several other programs, and has
been producing them internationally for Endemol.
www.bbc.co.uk/radio1/dance/kriel.shtml
www.bbc.co.uk/radio1/festival_gallery/index.shtml
<back>
Marc
Lafia - Algorithms and Allegories
marclafia@earthlink.net
Much of contemporary art practice is
both produced and can be read with the notion of the
algorithmic as its predominate trope. Similarly one
can read older art practices as working under the aegis
of allegory. Of course these registers and metaphors
can be used to parse a distribution of artistic and
cultural production across time in multiple directions.
With the advent of computation and the network, more
and more contemporary art and sound work turns its attention
to sequencing, loops, replication, modulation, mutation,
generative systems, database and interface as instruction
sets or grammars both as ways to conceptualise work
and to produce it. The paper looks at a wide range of
stratagems in works of sound, architecture, visual arts,
and film to illustrate a correspondence between the
allegoric and the algorithmic. The talk aims is to encourage
both practitioners and theorists to engage these two
notions, the allegoric and the algorithmic, as a way
to consider and produce work.
Marc Lafia works as a conceptual artist,
filmmaker and information designer in San Francisco.
Since receiving an MFA from UCLA in 1989, he has carried
on an art, design and concept practice ranging from
conceptualising music videos for Madonna, to developing
video games, adapting comic books, teaching at the Pasadena
Art Center College of Design, working with the Museum
of Modern Art, New York, exhibiting films at Rotterdam,
Seattle, Mill Valley, and other international Film Festivals
and showing media work at the ZKM, The Walker, The New
Museum in New York and other international venues.
Marc is also founder and information
architect of the highly acclaimed ArtandCulture.com
which allows for the experiential, contextual and associative
exploration of the arts. He is currently working for
the ICA in Boston as a visiting curator and preparing
several installations including a work for the first
International Video Biennale in Israel.
<back>
Rikard
Lundstedt (Sweden) - ForeSite Composer, virtual sound
environment
rikardl@interactiveinstitute.se
In collaboration with Peter Warren
of the Interactive Institute in Malmo I am developing
a tool for two-dimensional composition of interactive
music. The pieces 'Sound Rooms' you create with this
tool are technically 3D game levels with tones in them.
The stage is a big black room with a white grid on the
floor. Different static tones are placed on different
locations in the room.
When you walk around, steering your
virtual self with a joystick, you travel among the tones
like in a three-dimenssional partiture and the musical
course of events is decided by the directions you take.
The piece is furnished with tones rather than composed
on a timeline.
The tool we are developing; ForeSiteComposer,
is a modification of ForeSiteDesigner, which is a concept
development tool for architecture and workspace design
etc.
http://space.interactiveinstitute.se/staff/rikard.lundstedt/
<back>
Robin
McGinley (UK) - Earth's Original 4 1/2 Billion Year
Old Electronic Music Composition (A Work in Progress)
robinmcginley@hotmail.com
At any one moment there are several
electrical storms in progress around the planet. This
installation takes as it's starting point, and explores,
the interception of impulsive electro-magnetic signals
generated by lightning. A considerable proportion of
radio atmospherics is due to the direct and indirect
effects of electrical storms on the upper layers of
the atmosphere.
Through a network of inputs and outputs,
utilising both antique valve-based short wave radio
equipment, and the latest DSP computer technology, the
installation allows us the opportunity to hear the Earthís
own natural electro-acoustic composition, which is as
old as the planet itself, and is continuously unfolding
around us.
The input channels of the system, which
are derived from a combination of real-time reception
of short-wave atmospheric emissions and digital recordings
of Sferics (short for VLF (Very Low Frequency) atmospherics)
and natural thunder, are fed through a constantly cycling
sequence of DSP effects, which further transform the
natural material. Triggers, distributed throughout the
space operate each input channel, which enable the channel
for set periods of time before a fade out. The four
output channels are also controlled via another series
of triggers, which are dependent on population and activity
within the space.
The installation thus creates a seven-bit
time-sampling matrix giving 128 temporal variations,
and like the natural composition itself, is unlikely
ever to repeat itself. This work also allows the audience
an unusual proxy control over the manifestation of an
elemental force of nature.
<back>
Iliyana
Nedkova - Sounds From Near and Far
Curator-in-residence, New Media Scotland
Associate Curator, Foundation for Art & Creative
Technology (FACT)
iliyana@mediascot.org
Sounds From Near and Far is an Internet
audio artstreams connecting Sofia, Edinburgh and Liverpool.
It will be premiered as part of the Micro-festival of
Digital Culture Sofia April 2002 - a collaborative project
with the Sofia-based Red House Centre for Culture &
Debate and Interspace Media Art Centre. Broadcasts will
be presented on-site, on-air and on-line - at the tentative
festival venues including National Fine Arts Academy,
British Council, Radio France International (RFI) in
Sofia and New Medai Scotland website.
New Media Scotland is an Edinburgh
based agency enabling cultural activity shaped by new
technologies. We provide information, support research
and development in new media, and create opportunities
for artists. New Media Scotland produces, exhibits and
tours digital artworks across Scotland, the UK and internationally.
www.mediascot.org
<back>
Fredrik
Olofsson (Sweden) - Wanna form a virtual band?
fredrikolofsson@mac.com
My idea has been to build a simple
and easy to use framework for webjamming using the OpenSound
Control (OSC) protocol and SuperCollider by James McCartney.
The framework now exists and it lets members of our
virtual band contribute with their own favorite instruments,
i.e. sounding patches written in SuperCollider, to be
played by them self or by others live via Internet.
A short clip from one of out first jam sessions is located
here... http://www.fatplastic.com/filez/samband2.mp3
The number of people participating
in this virtual band is varying from time to time and
the overall structure is very loose. At its most there
has been seven players from both the U.S. and Europe
jamming together using this framework. And whenever
there is a concert gig coming up, we just bring as many
members as possible together over the net and makes
sure there is one computer running the current set of
instruments at the concert location. As no audio data
is ever transferred, just control information, we have
got no problems with latency or lousy audio quality
due to compression.
The framework is currently based on
a peer-to-peer network structure but that is subject
to change in the near future. A client/server network
has some significant advantages in this case mostly
concerning distribution of instruments within the network
and dynamic connections. The new server application
that I'm now working on will let people login, share
instruments with other connected players and jam all
using just a simple SuperCollider client patch.
http://olofsson.da.ru
<back>
Alexandre
Plennevaux (Belgium)- LAB[au] laboratory for architecture
and urbanism
alexandre@lab-au.com
We recently developed an online project
'space, navigable music' (http://www.lab-au.com/space)
which consists in a 3D world (based on the VRML programming
language) that the user can edit through its navigation
(structurally speaking, its x,y,z positions, that he
has the possibility to record) and by drag and dropping
WAV sounds into space. When dropped, these sound files
are represented in the 3D space as spheres and provided
the user's computer has a quadriphonic sound system,
these sounds are spatialised, i.e, if the sphere is
on its right, he will hear the sound from the right,
if the sound is behind him, he will hear it behind him.,
etc... The user can additionally change the pitch of
any soundsphere and change its volume (acoustically
and spatially).
Additionnally, the user can record
its positions in space and then have its recorded string
of positions be played back by a travelling of its camera
through the sequence of the recorded coordinates. In
this manner, the project proposes to create a navigable
music video clip...
http://www.lab-au.com
<back>
Matt
Rogalsky - Radio Silence
mrogalsky@mail.wesleyan.edu
I would like to present my 'radio silence'
installation Ellipsis. It was first shown last fall
at Diapason Gallery
in New York, and then at Sleeper in Edinburgh, for a
month each time. And it was up for a day recently at
the Slade Gallery during the Voice and Technology symposium.
There is an image in this series:
http://mrogalsky.net/portfolio
<back>
Nick
Rothwell - cassiel - symbolic sequencing technology
nick@cassiel.com
Nick Rothwell (cassiel) has been developing
and using symbolic sequencing software in live performance
for several years. The custom-built software uses a
binding language which can be dynamically reprogrammed
in performance, resulting in organic and constantly
changing patterns of notes and timbres which are a fluid
hybrid between loop-based sequencing and programmable
arpeggiation. The sequencer can be controlled by keyboard
or MIDI control surface - we have used fader boxes as
well as a Buchla Thunder touch-sensitive MIDI controller.
The system has been used live for contemporary dance
projects (Edinburgh Cyberia Cafe, Edinburgh Fringe,
Traquair Fair). The software is implemented as a native
external for Cycling '74's Max/MSP, and runs on a G3
PowerBook, controlling either MSP audio systems or outboard
hardware (Korg OasysPCI DSP farm, Nord MicroModular).
Nick Rothwell is a freelance composer/sound
designer/programmer who has worked for choreographers
and producers the UK and US as well as Istanbul, Vienna
and Frankfurt. Recent projects include nonlinear video/audio
cueing systems for dance projects at Vienna Volksoper
and Ballett Frankfurt. Future projects include live
performance for Colourscape (September) and MSP sound
programming for a Choreodrome dance project at the ICA
(October).
http://www.cassiel.com
<back>
Tim
Sayer - software interfaces can play in improvised music
timsayer@fc.marjon.ac.uk
As far as my research is concerned
I am keen to explore the role that software interfaces
can play in improvised music. I am in the process of
writing a paper which attempts to locate the origins
of the improvisational process within the real of human
cognition and to explore this in relation to language
production. The evolution of an idea from subconscious
to conscious mind is a particularly fascinating area
for me and I hope to develop software interfaces to
interfere or rupture this process using performance
systems which listen to performers and provoke them
to behave in ways contrary to their natural behaviour.
My aim is to develop listening agents for SuperCollider
which have visual behaviour and properties that will
govern their appearance in director. I have managed
to get Director and SuperCollider working together and
to have different aspects of the agents visual behaviour
to create sonic material in SC. The listening bit is
going to be the big challenge for me. I have a working
interface which generates real-time material and passes
it to and affects a visual interface in Director which
would form an effective projected installation.
Along the way,
it seems to me that I will have to adopt a design method
for creating the sound agents in SuperCollider, something
that I have seen very little published material about
in relation to generative music but something I'm sure
would be of great benefit to the generative music community,
designing a linear sequence is easy where as designing
a dynamic process is not.
<back>
<top>
|