Archive for research

Kinetics of Interactivity

Thinking about “Public Interactives” implies thinking about interactivity as an activity that occurs preeminently in space, and more specifically, in a locale.

Ludologists tend to understand interactivity as a product of systems, an interlocking mechanism of a series of actions performed by the player in response to a set of rules, whether these are the implicit logic of a game of tag or the constraints built into the virtual environment of World of Warcraft. Rules constitute both allowances and boundaries. They channel a flow of movement that keeps the game in motion, but that also demarcates possible actions from impossible ones. This flow has been characterized as the feeling of irrepressible rightness that sometimes accompanies the accomplishment of procedure (Salen and Zimmerman, 2004); “ludos”, to reprise Roger Caillois’s term for this type of rule-based play, is always spatially and temporally choreographed.

Interactive systems also seem to work best when they strike a sort of golden mean with the player: neither too difficult (which would lead to frustration) nor too predictable (which would lead to boredom). Interestingly, frustration and boredom are emotions that express stasis: they are stoppers of flow, they end the interaction. Emotional momentum, on the other hand, sustains play, and expresses itself in a feeling of elation, control, expectation, curiosity.

Not coincidentally, many games, including digital ones, place momentum at the core of their gameplay – whether kicking a ball across a field in soccer or sliding down a series of icy chutes in Mario. The emotional consequences of physical or virtual movement initiate a feedback loop that is self-sustaining, while the player’s struggle for control gives a shape or a purpose to this experience of free motion, thus prolonging it. In this perspective, the systems-oriented view of games is already a view that places kinetics – the study of “bodies in motion” – at the center of the definition of interactivity.

Kinetics is about ambulation: movement through space. Systems and spaces are surprisingly symmetrical concepts that allow different kinds of metaphorical transformations into each other; the popularity of using architectural terms to define software structure testifies to this.

Systems are defined by an operational terrain constituted by logical connectors that set up the permissibility of certain actions as opposed to others. Actions are open or closed depending on coextensive conditions articulated in discrete statements. In a similar way, spaces are built out of jointed negative and positive spaces that permit or restrict passage. Space has its own logical statements in connectors such as corridors, bridges, paths, conditional spaces such as balconies, mezzanines and rooftops, logic gates such as doors and windows. This makes the kinetics of a system and the kinetics of space strikingly similar.

Moreover, for the player / ambulator, navigation requires a certain prescience or foreknowledge about the system or space’s hidden topology. In negotiating a system a player struggles to acquire a degree of foresight in order to map out subsequent moves and plan ahead; correspondingly, the visitor of a space finds the view equally revealed and obstructed by her own singular perspective. Game studies scholar and designer Steffen P. Walz points to the interactivity inherent in spatial experience – an experience of point of view and obscured typology – in his discussion of architectural kinetics: “The way we move through a designed environment is responsible for our expectations of that environment. Thanks to material and immaterial emphases and the ordering of interior and exterior space, movement affects, shocks or surprises us, reveals secrets, and most importantly, asks us to actively participate in a space intellectually, physically, and relationally” (Walz 2010:30).

Shivers: synesthetic interactive panorama

I think of the puzzles and spaces of the 1995 Sierra game Shivers as an extension and ambient accompaniment to the game’s soundtrack. No game that I have since played captures mood so well – the sound and feel of mystery, danger, anticipation, uncanniness and solitude. The rooms are themed exhibits in an abandoned museum “of the Strange and Unusual”. They recall a very Museum of Jurassic Technology-ish type of eclecticism, mixing anecdote and legend with fact, preferring poetic allusion to information visualization.

Most delightful of all, various classic puzzles often inspired from ancient devices act as the gatekeepers to the microworlds of each exhibit. Sound plays a key role in evoking the tactile and kinetic qualities of these mind-toys – the sound of clicks and whirs and small metal balls rolling down granite passageways. The patient mechanical unfolding of the puzzle processes the ambient soundtrack, so that solving the puzzle becomes a means of listening to the music, the way dancing offers a solution to a beat. Here, the player experiences the sound of thinking.

Fischli and Weiss ” The Way Things Go”: inflatable and inflammable cause and effect

The most hardcore of mouse-traps on a human scale, with various inflamable materials, ballons, liquid helium, fire, bubble, tires, mutilated furniture, using the principles of inertia, wheeling in symetrical patterns, explosion, aerodynamics, the centripedal and centrifugal forces and many others. More grungy, more dangerous, more punk rock than the famous recent “This Too Shall Pass” video by OK Go,  looking back at an experimental classic.

The Museum of Jurassic Technology: fantastical flutterings of real and distant space

The obscure Renaissance scholar Athanasius Kircher’s fabulous system of magnetic divination: “The World is Tied with Secret Knots”

Hidden in sun-drenched Culver City, The Museum of Jurassic Technology is a hoax, an art installation of intimate and metaphysical magnitude, a labyrinth for the scholastic  imagination and anything else you can dream of or wish for. Founded by the enigmatic David Hildebrand Wilson in 1989, susbequent recipient of a Mac Arthur “Genius” Grant in 2001 for this puzzling and original endeavour, the Museum is a cabinet of curiosities that tantalizingly frames tidbits of historical minutiae in a fabulous context, very much in the spirit of Mark Z. Danielewski’s legendary House of Leaves, also an ironic mise en abime of scholarly critique folded into an impossible (alhough imaginary) geometric space. Minuscule steroscopic projections visible through copper-articulated glass plates, documentary films with convoluted mystical narratives, whimsically lit diaoramas and glowing orbs: such is that place of perfect delight and incomprehension, the Museum of Jurassic Technology

The micromosaics of Harald Henry Dalton, visible only through a microscope

from the exhibit Lives of Perfect Creatures: Dogs of the Soviet Space Program

from the exhibit Garden of Eden on Wheels: Collections from Los Angeles Areas Mobile Parks

from the exhibit Rotten Luck: The Decaying Dice of Ricky Jay

Sonic and Synesthesia: archaic utopia and toy emotion

As a child, I spent hours with my Sega Genesis or (Sega Megadrive, as it was marketed in Europe) developing digital motor reflexes meant to ensure my survival in a colorful 8-bit world. Rolling up in a little ball to zoom through transparent tubes or accelerate and fall in not-quite-Earth-gravity parabolas became second nature. Sonic introduced me to the delights of a sacharine electronic soundtrack that made the hard primary colors of Sonic world’s shimmer and subliminally controlled my minute pushing and pulling of the tiny joystick. Sonic is a masterpiece in synesthetic design: visual, aural and kinetic mesh together to create a re-embodied experience, more akin to telepresence than manipulating an avatar.

Carnival Night Zone

Apparently, other fans who still have dreams of pinballing through Sonic levels and have developped an automatic  jump and bounce response to hearing repetitive synth melodies  have posted these walkthroughs of Sonic 1 and 2…a nostalgic flashback to an archaic utopia.

Diana Thater’s Between Magic and Science: cameras and parlor tricks

Thater’s work in the past has focused on recreating abstracted immersive environments, using angled projections to transform the geometry of a space, often featuring the animal kingdom:

Diana Thater, Broken Circle, 2001

Diana Thater’s two channel installation Between Magic and Science deconstructs the magic metaphor that drives the myth of cinema and the cinematic apparatus. Not unlike an Andy Warhol film (Sleep, specifically), Thater offers the visitor the casual and yet involving spectacle of a continuous/reiterated gesture. In Thater’s piece, a magician keeps pulling a rabbit out of a top hat, an old cliché circulated in popular culture (including film and animation) that has become something of a symbol or archetype for the magic trick. In the first channel, Thater both dissimulates and exposes the magic trick by promenading the camera around the magician, an investigative motion that, however, repeatedly reveals nothing about how the trick is accomplished. In the second channel, the camera is static and records a “conventional” framing of the action, a tripod shot that references the illusory powers of cinema and its ability to create alternate realities out of “tricks” such as performance, production design, and montage. Both channels are commenting on the different persona or functions of the cinematic apparatus – the phenomenological or documentary camera (reminding us of Dziga Vertov’s kino-eye) and the camera of optical illusions and technological marvels, a device that traces its lineage to magic lanterns and the kinetoscope.

Diana Thater, Knots + Surfaces, 2001

The dramatization of this mise en abime goes deeper than these two asymmetrical mirrorings of the same action, however, since both channels are not projected in the installation space but inside an old Los Angeles theater, which is the footage actually projected for the visitors. Thater seems to be commenting on the layers of imaginary space that constitute the frame or screen of the cinematic mirage – just as the revolving camera is unable to unveil the mechanism or deception of the magician’s trick, so does Thater’s stitching together of the spaces represented in her two-channel piece appear seamless and opaque, hiding the layers of artifice within the totalizing control of the production.

Diana Thater, Between Magic and Science, 2010

And here, perhaps, Thater’s metaphor is too neatly tied up or packaged: the fact that her installation appears so convincingly to be a simple totality, in spite of the complex orchestration of its production, does not offer us a substantial or effective enough experience of the mise en abime she is representing in the piece. The work is more in the story about the work (including the thrilling tale of Thater’s acquaintance with a secret club of Los Angeles magicians) than the work itself, which makes the actual gallery experience a little anti-climactic compared to the curator’s introduction.


FUN FAIRS AS MEGALOMANIAC SCULPTURE GARDENS

Think of these rides as INTERACTIVE SCULPTURES : again, breaking down the false-ontological barriers between the cultural practices of high art and “low” entertainment. pop culture is the avant-garde !

Ambient Interactive Architecture: dialogues with the mood of a collectivity

Responsive Architecture: in Dune, the space (a subway tunnel) is reconfigured as as an electronic interactive ecosystem, while Hyposurface emphasizes the tactile by creating liquid skin for façades much like the Vigo effect in Ghostbusters (when a depicted character looms out its painting). Call it ambient interactivity – there is a debate about whether an intelligent agent must be making decisions in order to qualify a system as interactive. But picking up on the presence, mood and sociality patterns of a crowd can offer a powerful aesthetic and relational experience. The wish fulfillment involved in the ability of objects, surfaces, and structure – the inanimate skeleton of urban life – to react and speak back to you in GESTURAL, non-verbal fashion is a ancient conceit. When inanimate objects respond, their human co-inhabitants start to experiment with different ways of relating to each other.

Kinesthetic Art: spatial vocabulary and the body ego

Matthew Barney, Cremaster I


text: Margaret Morse, Video installation Art: The Body, the Image, and the Space-in-Between

Morse evokes a piece by Muntadas called haute CULTURE Part I, in which two monitors are placed on each end of a seesaw, thereby making an elegant point, couched in physical terms (physical even as in “physics”, since gravity is employed as an artistic device) about the act of comparing both sets of images. This piece offers an example of what Morse calls “kinesthetic” learning, or the kind of information processing and intuition specific to our perception of the organization of objects in space. Kinesthetic perception is synesthetic and active – it involves visuality, sound, and the haptic in a way that allows each sensorial input to complement, suffuse and correspond to another, and using the entire body, including its own position in space relative to other objects, as a sensory organ. The kinesthetic subject is always hyper-aware of her body/herself as key element in the epistemological puzzle posed by the installation piece: all the meaning that can be gleaned from a space must bounce off of her, her critical interpretation changes and accrues only according to her own changing orientation in space. This unfolding signification is also temporally grounded – in fact kinesthetic appreciation can be defined as a temporalized experience of space, a strange, subliminal experience in which we both critically stand outside ourselves to consider ourselves-within-the-world and have an acute consciousness of inhabiting our bodies, of being materially and psychically connected to the outside world. Morse’s term of “body ego” encapsulates this awareness of oneself as an entity, something that participates in both the object and the subject.

Going back to Muntadas’ seesaw, we can see how the artist’s physical demonstration of a conceptual relationship between the two objects/monitors offers us a uniquely visceral insight into an a priori realm of abstract and critical thought. The kinesthetic argument being made is playful – an analogy more than a declaration. Using the evocative power of objects and their wealth of cultural denotations, an artist can articulate kinesthetic phrases, in which different objects constitute a semantic content and their relative positions (taking into account the multiple trajectories of the visitor) operate as syntax. Objects are further mis-en-abime within the virtual windows of screens and video channels – kinesthetic art erases to a certain degree the ontological difference between what is represented (screen-based) and what is presented (anchored in physical space). The resulting aesthetic and epistemological experience is intuitive and multidimensional, blurring the boundaries between thinking and feeling.

Experimental Circus: Burning Man 2010 (Metropolis)!


For those interested in interactivity not only as an art or industry practice but as a way of life and social experiment, Burning Man remains a visionary site where specifically space, in Lefevrian fashion treated as a shaper of social and cultural context rather than background, is radically explored and expressed. Taking its cue from the Situationists and their idea of a playful “psychogeographic” city, Burning Man is fun fair, ginormous art installation, multimedia playground, slum-mushroom, Fourrierian commune where the consequences of extremely minimal legislation (including a prohibition against the use of money) allow you to live the anarchist American dream.

If you could do exactly what you wanted to invest your time in, and give it some kind of physical form, what would you chose to do? This is the question answered by Burners…often giving rise to habitats, zones, and contraptions that you would only see in the virtual realms of computer games or from the sets of fantasy and science fictions movies. Loose in time, without any schedule (divorced from leisure and encouraged to participate), revelers spend it being in and feeling the weirdness and possibilities of space. From this radical redefinition of these basic parameters, sociality starts to mutate beyond recognition…


The theme for 2010 is METROPOLIS. I would think unavoidable research for anyone interested in dreams of future cities! “Every year a dense metropolis arises in the Black Rock Desert; every year it disappears without a trace. Tumult and change, churning cycles of invention and destruction – these forces generate the pulse of urban life. Great cities are organic, spontaneous, heterogeneous, and untidy. They are, like Burning Man, magnetic hubs of social interaction. This year’s theme will function as a micro and a macro-scope, an instrument through which we will inspect the daily course of city life and the future prospect of what we call civilization.”

Radiotopia: Imaginative Use of the Ionosphere

Using Benedict Anderson’s concept of imagined communities as virtual loci that gather individuals into a common cultural space,Susan Douglas (Listening In) reads radio in terms of its capacity, as a social practice, to uniquely constitute (American) subjectivity. Radio’s most obvious affordance is that it allows people separated in space to listen simultaneously, “to experience that very moment of (their) lives in exactly the same way” (p.24). Douglas argues the new medium gave rise to an unprecedented kind of intersubjective intimacy – a linking of inner worlds that occurred not through a meeting of the minds (radio listeners remain anonymous to each other) but by sharing a common (cultural, technological) platform for fantasy.

Radio listeners are bonded by a specific practice of self: as thousands tune in to the same Top 40 song, they cross over together and for a moment into a temporality different from their distracted, fragmented present and experience time as a (musical) signature, as an embodied flow. For the duration of a song, radio holds out the possibility to a fragmented collectivity to perceive themselves as a unique, flavorful being – the kind of communion achieved is not one that can gather a community (radio listeners are experiencing themselves, very closely, rather than experiencing others) but that produces similar and separated subjectivities. Radio-listening Americans live apart but dream together.

Here Douglas’ concept of “dimensional” listening, as radio’s purported affordance that encourages listeners to generate their own powerful imagery to compensate for the absence of a visual world, enters into play. If other media like cinema, where worlds are “given” to the audience for consumption, constitute a vault of imaginary material, then radio trains the subject in the practice of a specific type of imagination, setting up the scaffolding for an inner space that we can freely populate. To “develop an ear for radio” means to gain access to “a repertoire of listening styles and emotional responses”, to be attuned to different inner worlds that we can switch on or off (in this sense, prefiguring the advent of portable music players as mood-regulating devices). In the 20s before regular programming this might mean tuning in to imagine a ionospheric topology projected from the disparate stations the ham could reel in; in the 30s it could mean regularly conjuring the presence of an entire cast of fictional characters from a soap drama. Douglas argues that in exploring the “spaces” of sound – by promenading our consciousness through the rippling folds of rhythm or timbre in music, by stalking the unfolding story of a voice – we are really spelunking in our own depths.

The term “training” characterizes the kind of self-building radio enables in the sense that listeners (according to Douglas) become emotionally attached to broadcast material, especially if they hear it repeatedly: “the more we listen to certain kinds of music, the more we learn to like it.” (p. 32) – in a quite neurological way, Top 40 songs imprint themselves on our mind, giving shape to our subjectivity. This emotional sculpting modifies the listener’s sense of time in significant ways. Radio creates privileged temporal moments for the listener, a more intense experience of the present that accompanies the listener’s exploration of their inner space. Over the course of a life, these privileged moments call to and ricochet off one another – mental states or moods jump across one’s temporality, seeding the self with fragments of past incarnations, reliquary fantasies. Douglas emphasizes that radio almost from the beginning was marked by nostalgia, by the longing for a disappeared moment that a broadcast song could briefly bring back into the present. In this sense dimensional listening is not dissociable from another term Douglas uses, “associational” listening, or the forging of correspondences between the flow of our lives and the soundtrack that accompanies it, meaning that daily routines – e.g. doing laundry while listening to a jazz tune on the radio – are dyed with the color of a sound that can make an initially undifferentiated slice of everydayness remarkable. This quality in radio emerges from its difference from the gramophone as a listening practice – the fact that radio temporally mapped out a listener’s day (starting with regular programming) with scheduled sound. As manufactured sound and especially music became ambient (as consequence of ubiquity) they started exercising an unprecedented level of influence on people’s lives.

Douglas also investigates the fascinating history of the beginnings of radio and the social significance accorded the new technology at its inception, particularly around the relationship between radio and a collective desire for the existence of a tangible spiritual dimension, a longing for the unchartered and unknown that characterized both radio’s marketing as a mechanical “medium” (a notion that interestingly recontextualizes media in terms of spiritism) and the practice of DXing. Radio uncannily symbolized, more than the phonograph which was an inscription device, the utopian possibilities of technology as interface between different ontological realms, as a transducer that could allow for communication between what was previously considered incommensurable: the living and the dead, humanity and the extraterrestrial, invisible world of the airwaves, two individuals separated by vast distances. Douglas points out that in endowing radio with this mystique Americans were engaging in a search for meaningful connection, a sense of existential and communal belonging that, at least in the collective Western imaginary, had been lost in the turn to mechanized, serialized, fragmented modern life. DXers, poetically dubbed “distance fiends”, developed a form of radio practice that engaged the technology not only as a commodity fetish but also as, literally, a medium, a means of accessing different possibilities of signification through the exploratory use of the technology’s affordances. Before the more commoditized modes of dimensional and associational listening, tuning in to the radio was also a game played across the virtual landscape of the airwaves as DXers would fish for the disembodied voices that stood in for real-world localities.

Douglas’ discussion of DXing as a poetic practice weaves into her general investigation of radio not only as a locus for a cultural imaginary but as a technology that crucially enables imagination – which raises questions as to how other sound technologies have been and might be imaginatively used. If the commodity-use of the record, the tape, the MP3 player have trained us to meaningfully experience sound in certain ways that have constituted our subjectivities according to certain common cultural (capitalist) patterns, then what other cultures (and other subjectivities) with potential to challenge or re-organize capitalism emerge as a result of exploratory, imaginative use? Radio leads us into a consideration of contemporary countercultural (but also massively embraced!) practices around sound technology, namely DJ and remix culture…

Queering the Voice: divas, Iggy Pop, music, desire

Wayne Koestenbaum, The Queen’s Throat

Roland Barthes, The Grain of the Voice


“I spent much of my childhood trying to distinguish identification from desire…” Koestenbaum confesses, speaking of his adoration for opera divas. Woven in with this reference to his budding consciousness of queerness is a realization of the affect particular to the (singing, musical) voice. Following Barthes, we can consider the affect of the musical body as a potency latent in music in general, so far as it is born from a composer’s/performer’s body and enters the body of another in the act of listening. Music is then, in a concrete sense, voice – the whisper of one subjectivity into the ear of another, but also subjectivity detached from the body of a subject, sent out into the world as a thing to be handed over, contemplated, enjoyed. The voice is also object of desire. This dual proximity and distance of the voice is the measure of its power (an affection rather than an expression), its presence a troubling one because it signifies an otherness that invites itself into my body, passing through a hole in this skin that is supposed to separate myself from what I am not, in the process of my listening, in my act of attention, becoming me. And the idea of queerness Koestenbaum extends to us is by no means simply tangential to this affectionate haunting, the desire for a self / oneself that is not me but could be me, that maybe is me. Identifying myself with another and as another: a space within myself carved out by longing, by a dream of proximity. The queerness of the voice goes deep.

iggypop2

Koestenbaum’s wonderful book brought to mind my own relationships with my diva(s) and their voices. If diva is an attitude more than an attribute, a mask of fearlessness always trying to become a truth, a fierce truth, then the gender of the diva matters little. I remember discovering Iggy Pop as an exemplar of this type of stridently embodied, inimitable subjectivity. My means of contact with the diva were purely digital: first clips of performances, songs and interviews on Youtube and then his albums, illegally BitTorrented, only later purchased as CDs. To this day I have not seen him perform. My fanhood is also, like Koestenbaum’s, nostalgia for an era I never knew: the heyday of the Stooges in the early 70s. Raking the Internet for remains of Iggy, most often period broadcasts or amateur film poorly transcribed into digital form, the resolution atrocious, colors washed out or too contrasted.

iggypop

Flickering in and out of this (visual) noise is Iggy’s body and Iggy’s voice, his small, electric shape in contortions at the sound of himself, gesticulating towards some impossible gesture. The footage suddenly cuts, I have been deprived of the finish of his movement, an end, that, I am sure – had I actually seen it – would have revealed the totality of his meaning, the “Iggyness” (as if he could be re-produced for me, as me) that squares a square, closing a circle. And his body existing through his voice: a nasty crooning that leaps into a screech, an exuberance that distorts syllables and seesaws the idea of pitch. A voice whose music always threatens to fall apart into noise, an exploration of enunciation whose achievement is the release of that mystery of affect that lies beyond language (the body?).

The queerness of Iggy Pop. 1977 – after the disbanding of the Stooges, Iggy is living with David Bowie in Berlin, who is producing his first solo album. Promoting his album in France, Iggy appears on a French talk show in a dandified outfit: leather pants molding skeletal legs, a tucked-in blue button-down dress shirt, fake large black glasses framing round blue eyes, black hair plastered on his head like a mime, lips painted to grotesque, decadent proportion. I watch Iggy chat vivaciously in German, French and English with the talk show host, who tries to negotiate his non-sequiturs and appear to be “in the know”. And then: the diva moment, the flashing of Iggyness. The talk show host inquires as to why Iggy always performs with his shirt off. Iggy: “May I show you?”. And then he starts to unbutton his shirt cuffs, worldlessly handing over his wrist to the host for his assistance. The host, flustered, begins unbuttoning:“it’s important to be naked?”. Iggy, peeling off his shirt: “Here, I’ll show you what’s important”. Finally shirtless, he stretches out both arms to the audience, asking “C’est joli, non?” (It’s pretty, isn’t?”).  I was seized over not so much by the spectacle of a body, but by that mad leap into nakedness, the disrobing of his soul that he masked with a nonchalant invitation of the audience’s judgment – an act that, in the end, seemed to clothe him in something invincible.

Photopia II : Haunting Bodies Sheathed in Opulence

John Divola, Generic Sculpture E and Silhouette C

johndivolo3johndivola2

What emanates from the incongrous presence of a foregrounded object? The face of the object clicks and jars with the body of the background. Color as a personality trait. The Inanimate and its soul – as in spirit photography, the dead body is handed a half-presence (silhouette, smoky) more potent than the Living. The cadaver / the object as a Fetish, a mischevious indexical relationship to Human Matters.

Vulgarization and Enchantment: Adorno vs. music industry

victor3

Texts: Theodor Adorno, On the Fetish Character in Music and the Regression of Listening

“Vulgarization and enchantment, hostile sisters, dwell together in the arrangements which have colonized large areas of music”.

Adorno deftly analyses Marx to argue that our contemporary experience of music is irrevocably degraded by the fact that we consume music as a thing whose “exchange value” – the market hype that brands something as desirable or not – becomes fetishized to the point of obscuring its “use value”. And here Adorno’s dialectic use of “use-value” as the value that something possesses before comodification, as the thing’s intrinsic social good, becomes problematic. “Exchange value” constitutes a paradoxical kind of worth because it has no substance (built upon an entrenched system of cultural hearsay / advertisement that consumers buy into in order to be “in the loop”), but we are left with the question of what kind of  “substantial” worth can be attributed to the pre-comodified social good.  

In the case of music, Adorno claims that its mass production has destroyed the “promise of happiness” it once held, the possibility of true enjoyment that can only happen when the experience is unique / individualized (“The liquidation of the individual is the real signature of the new musical situation”).The shallow immediacy of the consumer’s enjoyment of his fetishized object (his record, a song on the radio, the idea of “classical music”) cannot compare to this lost form of deep joy experienced by the 19th century music-listener during a one-time concert by Schubert or Beethoven. And although there is little doubt that the fetishization of cultural goods is a kind of behavior only properly defined by industrialized capitalist society, Attali’s argument in Noise justly points out that music (like any other cultural product) has always been inextricably indexed to and defined by the hierarchies and ideologies that reinforce and articulate a society’s economic organization at any given time – the type of “higher” enjoyment that Adorno speaks of is the product of specifically bourgeois and Enlightenment modes of experiencing art, a distinct behavior already being hyped up (if not yet properly “branded”) as the apogee of all aspirations towards gentrification and refinement ( i.e. social ascension).

Adorno’s distinction between past and present cultural attitudes towards music, if not a completely successful denunciation of consumption in its totality, does, however, usefully put the notion of enjoyment as the forefront of our investigation of sound. Enjoyment is a kind of behavior/experience that is both culturally conditioned and highly individual, generating meaning that is both unique to the enjoyer and communicable and understandable by her peers. To inquire into different modalities of enjoyment is simultaneously to carry on a critique of the material conditions of social life (means of production, distribution networks, technological contexts) and to map out a phenomenology of sound.

How can we elaborate on Adorno’s dissection of musical consumption as fetishization of a musical object? How have we diverted ourselves from that moment and what new species of enjoyment are being invented/discovered today?

immigration, race, gender, the phonograph, the telephone, Tin Pan Alley, factory of dreams, jazz and Halloween: is catchy a crime? it all comes to the fore in this famous Fleischer cartoon for Cab Calloway’s ear-popping “Minnie the Moocher”.

Noise II: “…a wiry noise, with single barbs projecting, sharp edges running along it and submerging again and clear notes splintering off – flying and scattering”.

Peter Bailey in Breaking the Sound barrier quotes Robert Musil on the ‘sonic shrapnel’ produced by the motor car: “…a wiry noise, with single barbs projecting, sharp edges running along it and submerging again and clear notes splintering off – flying and scattering”. Two synesthetic attributes stand out in this remarkable description. First, there are haptic qualities to the noise, translated in terms of texture: how the sound would feel (“wiry”) if you could probe / test it with your fingers, in effect uncovering an auditory topology by using the body as contact surface with the sound (“sharp edges running along it”). Then, Musil recognizes the noise’s kinetic attributes: the sound is in a continuous process of shattering, “flying and scattering”, throwing its components into the world (into the ear) like so many projectiles.

As Bailey notes, sound is vibration (“palpable”) – a series of minute but tangible displacements of matter. Unlike light with its strictly scopic / analytic affordances, the flow of sound modifies physical reality, rearranges the world. As such, the haptic domain – texture – already contains the possibility of sound; noise starts to exist when it can extend itself kinetically, across a spatial and temporal axis, when it becomes a conductor for change and entropy. Musil’s rapprochement between hearing and touch alerts us to the fact that sound unfolds in space concomitantly with its unfolding in time: it travels, working on the body as much as on consciousness.

Consequently, Noise (meaning sound in its raw form, an amalgamation and meshing of vibrations not synched into discrete units of order) seems to have an intimate relationship with affect that expresses itself in the body, namely (Bailey argues) laughter and terror / the instinct to flee-fight. Both of these proto-emotions (or simply motions) are brought together to powerful effect in the tradition Bailey calls “rough music”: “rough music was excessive, repetitive and sustained noise, combining high spirits with a sadistic edge”. Participating equally in a Bakhtinian culture of carnival and a history of institutionalized insanity (Bailey disarticulates the etymology of “bedlam” as the hubbub of the Bedlam inmates), rough music is produced for social purposes of ritual or regulation. Interestingly, Attali links music to the sacrifice of noise and its appendage of violence on the altar of (social, scientific) order. From there, one realizes that to listen to “rough music” is to witness noise coagulating into music or inversely, music decaying into noise – an exhilarating experience of liminality, teetering between forgetfulness (chaos) and culture.

Rough music has many splendid contemporary descendants (Noise, the more distorted forms of techno), thanks to the industrial revolution and the musical avant-garde that sought to rehabilitate or take control over the kind of sonic environment produced by the accelerated motion/collisions of more bodies and machines. The “future sound” that John Cage celebrates highlights the same attributes that Robert Musil discovered in sounds of technology: texture and kinetic force. Cage discusses these as “overtone structure” and “percussion music”, respectively.

“The special function of electrical instruments will be to provide complete control of the overtone structure of tones and to make these tones available in any frequency, amplitude and duration”: overtones are what gives each instrument its particular timbre i.e. the sonic texture that differentiates a violin from a piano; certainly electronic and digital music take advantage of the fact that they can give voice to an infinity of imaginary instruments, in effect to an uncategorizable cacophony of overtones. Allied to the emphasis on “percussion” (“a contemporary transition from keyboard-influenced music to the all-sound music of the future”), Cage’s future sound heralds key components of contemporary rough music in this evocation of tonal din and “repetitive noise” (repetition being primarily structured by beats/percussion). Compared to its 18th century manifestation, Noise engages the confused ear in the gears of a machine in order to better manufacture its violent/euphoric interface with the body.

Ghost in the Machine II: drum n’ bass, time and procedurality

“The variety of noises is infinite. If today, when we have perhaps a thousand different machines, we can distinguish a thousand different noises, tomorrow, as new machines multiply, we will be able to distinguish ten, twenty, or thirty thousand different noises, not merely in a simply imitative way, but to combine them according to our imagination.” (The Art of Noises, Luigi Russolo)

Remembering what it felt like dancing to drum n’ bass at club last week, I found it useful to consider the mental “attitude” at work in the activity of dancing to as opposed to listening to music, and, in the context of x’ “Music as Technology of Self”, to wonder what kind of mood-modifying agency is at work on the subject’s part in the act of dance, where the body seems to spontaneously achieve an intimacy and immediacy of communication with the mind’s capacity to recognize and organize aural patterns. In the specific case of electronic music, dancing seems to involve an enactment of the music, a physical tracing of the contours of the different elements at work in a sonic landscape: an inverted act of ventriloquism, where rather than giving voice to a (inanimate) body, a body is given to the voice. Drum n’ bass, with its rapid-fire snare drums and broken beats, subwoofers meowing like torpid, hungry cats, creates a kind of atmosphere that lends itself, if not to the spiritual, then to a form of spiritism – the dancers mechanically jumping from beat to beat are automata controlled by the poltergeist haunting the PAs.

Here the particular “aura” of machine-music, as envisioned by Futurists such as Russolo in The Art of Noises, is articulated: the distinction between euphony and disharmony breaks down in the face of the possibility of infinite variations in timbre (different species of noise) and the futility of any form of sonic taxonomy (and therefore, arguably, of categorical judgments about value or taste in music, but this opens up another can of worms). The programmability of the rhythm – bringing to us the hard fact that all digital music is the product of an algorithmic process – creates a backbone, a tensile, resilient structure that supports the volatility of tone and timbre, which is then free to open up a space of mobility, of play to which the body responds. One of the exciting things about electronic music is not that it always produces an arena for free play (most of its forms are subject to the same sort of cultural patterns embedded in other forms of popular music) but that, as a technology, its particular affordance is to produce experiments in procedurality / procedural forms of experimentation. Dancing to drum n’bass feels nothing so much like solving a problem, a result of harnessing the self to a technological framework which momentarily brings the dancer to a higher form of phenomenological enactment – solving the problem of time / temporal existence via body, allowing the body to function as an uncanny inscription device / Ouiji board.

Brainpipe: Sonic Navigation / Synesthesia at Play

From website “Create Digital Music”

Brainpipe is a psychedellic journey down the neural pathways, a long, strange trip into the minds of an unusual band of independent game designers. And while some games demand muscular graphics cards or brilliant flat panels, this is one that requires playing with headphones. The immersive sense of the descent down this brain’s pathway is entirely dependent on its sound. While even big development houses often license sound engines, the band of hard-core designers at Digital Eel also rolled their own interactive audio code to make the sounds fully seamless…..

Peter: Let’s talk about the game mechanic. Some of it feels familiar – this descent through a cylindrical pipe – but there’s something quirky and unique about your take on it. How did you settle on the interaction mechanic?

Iikka: This was quite literally the first thing I programmed for Brainpipe. We were trying to come up with a new “short” game after putting another larger project on the back burner because we didn’t have enough free time to work on it. Within a few hours I had the basic control scheme and the moving pipe running on the screen. This is similar to how some of our other short games (Plasmaworm, Dr. Blob’s Organism) got started; the first prototype is something you can play with. After that there were tweaks of course, but the feel stayed much the same…

We were talking about music right away and how the sound, the intensity of the patterns and colors on the pipe walls, and the speed of traveling through the pipe should all work together. [We wanted] a kind of triple whammy to suck the player in deeper and deeper — a strong, cumulative effect…

Making sure each obstacle has a sustained sound so you can hear it coming in the distance in front of you and then hear it pass by and recede with Doppler shift certainly adds to the audio illusion.
I think the kicker is the way the intensity ramps in the game.  It’s sort of like a rising sawtooth waveform-shaped thing.  During each level, the intensity, the speed increases, Then, between each level, the intensity drops to give you a breather before the next level begins.  Each time the intensity drops, it is still at a higher intensity level than during the previous level break, and all of this ramps upward.

theremin

The sensation of synesthesia is something a handful of game designers have tried to achieve. What are some of the games that have inspired you? Are there games you feel have reached that fusion of sound and visuals?

Iikka:  My personal influence is the “demoscene” that I was a part of when I was younger; it’s a subculture of programmers and artists using computers to create non-interactive but real time audio-visual experiences.

Rich: For me, LucasArts’ adventure game, The Dig, with its seamless looping of various Wagner themes and so on. The music would morph as scenes changed.  It was an amazing piece of work.

The music from Star Control II innovated with music and visuals, and it directly inspired the music for Strange Adventures in Infinite Space and Weird Worlds: Return to Infinite Space.  The idea that each alien race should have their own theme music came from there (though this kind of thing is less unusual now than it was when SC2 was originally released), as did the idea to attach separate and distinctly different music to each thing, category of thing, item, window, pop up announcement –every action in the game and every flick of the interface … like a toddler’s “busy box” of sound.

Back to Brainpipe, other areas of music outside of games inspired us as well.  Aleatoric, musique concrete, avant garde — stuff Bill just naturally creates and stuff I’ve always loved since I was a kid. [I checked] out the LP’s at the library by Stockhausen, Varese, Morton Subotnick, Ussachevsky, all these wonderful pre-synthsizer electronic sound and found sound composers. And the records were awesome because they were always in pristine condition — relatively few others ever checked them out.

INANIMATA 3

declentions of plush. Plush on STILTS. But why?
do we want to be these stuffed pandas or do we want to eat them?
an important difference in designing interactive systems.

NOISE & the sonic/haptic overload: Kawaiietly Please makes art of happy massacre

bjornshow4IN a show put on by noise performer Kawaiietly Please – in which we participated, not listened, or perhaps listened to the point of participation. She started by taking her microphone for a walk around the venue’s small room, picking up vibrations that fed into a distorting filter in her computer, amplifying white noise. It was painfully loud, but only when the beats kicked in four to the floor did our organs start to thump synchronously against their skeletal cavities. Kawaiietly Please creates an event that uses sound as a dilating instrument, opening up the minds/bodies of the audience via their ears: in front of the stage, a giant white stuffed gorilla lies in an inflatable kiddy pool, its belly stitched with black cables. Kawaiietly Please tiptoes towards it, the cacophony around us lending an intense stillness to the scene. bjornshowThen the sound begins to bark at us like a rabid dog and she pulls out the cable from the stuffed corpse – she struggles, the clothy flesh resists – and some of us impromptu jump on it and start tugging too. The sound – damaging feedback, harsh static, thereminish vibrations – throbs across our muscles as we pull, pull and finally – yes! – we tear. The monkey explodes in a shower of stuffing and glitter, an entire horde of smaller creatures spills out. We go nuts. Now we have something to lay our hands on. The noise that throws us about like rag dolls gives us back what is our own – our impulse to be kinetic. A double acceleration: the movement in time that is sound galvanizes a symmetry-response momentum in extensio – everything snaps (in place) with the thrashing of our bodies. bjornshow3

We dive to the floor, grabbing stuffed animals, pulling them apart solitarily but more often engaging ferociously in tug-a-war: I grab an arm, you grab a head. Soon enough we are fighting each other. Not knowing how it came to this, I am on the floor being dragged around by someone who is battling me for the limb of a teddy bear. The kicking and screaming I do is much more than liberating: this synesthetic simultaneity of hyper-loud sound, cuddly texture (the plush, soft, squeezable bodies of the animals) and violent muscular resistance (the propelling motion of the tugging) is driving me insane with fun. Kawaiietly Please weaves in and out amongst us, jerking her head back, rubbing herself against the floor with scattered petticoats, feeling up the PAs – ghostly in the red light, flitting in and out of the decibelic tidal wave like a hummingbird. We roll her in the rubbery folds of the kiddy pool (the excitement of tactile/sonic texture peaks), mock- suffocating her. She is buried beneath the blue plastic while we throw bits of stuffing and animal parts as though they were flowers.
stuffed
The noise abruptly ceases: we clap, we shriek, we instantly miss it. She emerges, bows. For about an hour afterwards a number of us are still twitchy – we vault rather than climb onto chairs, we hop rather than walk, laugh rather than bother with coherent sentences. A warmth suffuses us, stretching our mouths in toothy smiles. We want more of this extreme friendliness.

Happy Hardcore: Air-Pedaling and Candy

Old Skool – mid 90s

new iteration of happy

J-Pop: happy and breakbeats

Over the past six months I’ve been listening about 3 hours a day to happy hardcore, a sub-genre of “rave”, “techno”, “electronic” music considered a spin-off from early 90s U.K. hardcore techno (which also evolved into other kinds of hyper-fast specimens such as gabber/speedcore, like happy hardcore distinguished by its four to the floor beat but without the synthy melodies and jungle/drum n’ bass, whose syncopated fury is driven by breakbeats). Happy Hardcore is a product of rave culture, which approaches music from a decidedly anti-aesthetic point of view: this is not music meant to be listened to /considered/tasted (nothing is more contrary to the notion of taste than the dirty, praxis-based logic of musical fodder, meant to be digested by your dancing), but to kick you like a soccer ball into a parabolic trajectory, with usually a 7-hour interval between the going up and the coming down. Your body suffers through the DJ set of happy hardcore – crushing waves of relentless beats pound a machine rhythm into your feet while the perpetually shifting, morphing timbres of the synthesizer travel up and down your spine, stretch out your skull from the inside, creating a space (grimy and vast, like a warehouse) for the free play of endless sonic variations. Happy Hardcore is brutal in the sense that it locks you into a logic of acceleration – like driving a car with your foot spastically pressing down on the gas pedal – and that, at least within the context of a DJ set, it never stops. Not delivered in discrete packets of consumable “songs” but turned on like a tap – for a given period of time you swim in it, fight with it, ride with it, drown in it; it becomes your medium, a total texture for a parallel reality, a cognitive landscape apart. When they turn the music off and the night is over, it’s as if  the air had gone out of the room – your ears, surreptitiously, have metaphorically started to function as lungs, allowing sound to bond to your bloodstream.

happy-hardcore

Why happy hardcore? If you look up happy hardcore on youtube, you’re likely to find tracks played to a still image that looks like a smiley face with angry eyebrows and a ferocious, toothy, grin – and that is exactly what it feels like. It can only be described as a mean joy, an apocalyptic celebration – the kind of happiness you would feel if you were being catapulted over a chasm, your feet treading air.

« Older Entries

Archives