Posts Tagged ‘haunted space’

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).

Bumblephone: fantasy on echoes and voices

Bumblephone is a design for a large scale interactive installation. Collaborators: Lauren Fenton, Joshua McVeigh-Schultz, Veronica Paredes, Gabriel Peters-Lazaro, and Laila Sakr. It was originally proposed for IndieCade’s Temporary Installation 2010 in Culver City.

In Bumblephone participants speak to each other through giant phonograph-shaped flower pods, triggering a mischievous aural remix that blends their intimate interactions with the ghostly sounds of cinematic and videogame history. Composed of four fluted canopies that hang from a central stalk, the piece is designed to evoke experiences of intimacy, memory, and a playful rearrangement of history. Visitors can whisper to one another through tube-like apparatuses that resemble the reproductive organs of a flower.

When someone speaks into one of the tubes, the “organism” interjects by echoing back the participant’s words and mixing real-time communication between visitors with sound segments composed of memorable lines, refrains, sound effects, and dialogues culled from histories of cinema and video games. In massaging these soundtracks into a dialogue with its visitors, Bumblephone gives rise to delightful surprises, stimulating confusions, and uncanny presences. By designing these flower-shaped objects to be suggestive of multiple forms — a camera, a projector, a telephone, a phonograph-horn, and an interactive organism — we encourage visitors to think about the ways that various technologies tend to absorb and respond to one another.

We will assemble the frame of this evocative structure using aluminum tubing for the supportive structure and lighter PVC and wire for the sound flowers. A central pole will be secured by four tension cables, supporting a hollow aluminum platform, in which a laptop and a mixer will be housed. A hollow aluminum ring circles the platform, connecting the two curved aluminum tubes that serve both as support for the flowers and carriers of sound from flower to flower. Visitors speak into a microphone that amplifies the sound within the tubes and also records their speech, prompting the Voce speech recognition platform to decode participants’ utterances — looking for keyword matches within a library of lines from noteworthy films. A positive recognition will trigger a Processing program to playback sound from these particular filmic moments. In addition, sound recognition sensors will trigger the Processing program to translate the participants’ voices into sound effects from a library that includes classic video game sounds.

The sound flowers themselves will be assembled using thick copper wire sheather in clear colored PVC tubing, while their decorative buds/stems that link them to the aluminum structure will be composed of molded PVC. To make them sound proof, clear vinyl upholstery fabric will cover the flowers’ wireframe.

Almost Everything Can and Shall Be Cut: playtesting an installation

shots from a playtest of my installation, Almost Everything Can And Shall Be Cut – a next iteration will involve layering the plastic sheeting to produce stereoscopic effects when the second channel video is projected. For the first video displayed on the monitor, I’m thinking of setting up the plastic tent in a stairwell.

ZIMOUN’s sound sculpture: most haunting murmur of elegant electronic objects

Zimoun : Sound Sculptures & Installations | Compilation Video V1.6 from ZIMOUN VIDEO ARCHIVE on Vimeo.

Floating Donuts and Pink Pipe Joints: preliminary models for my project to hybridize the novel and the playground

These sketches are first steps towards a visualization of my concept of “ambient narrative”. In this case, the book being read is inscribed in the walls of a warren of floating inflatable tunnels (suspended like a octopus-shaped air mattress from a ceiling), in the form of pressure sensors that, depending on the visitor’s ensconcement in a particular branch of the structure, trigger audio recordings of a story. Each chapter of the book can be accessed in a recombinant rhizomatic way – literally the visitor travels through the story, using her body, its movements and its rubbing against the plush fabric of the tunnels, as the decoding instrument that allows her to gather fragments of the hidden text. The story itself, called “In the Dark: The Story of a Disapearance” is an existential mystery or detective novel that is pieced together by the non-linear meanderings of the reader.


“Almost Everything Can and Shall Be Cut”: my new installation project gets off the ground!

This two-channel installation piece examines the friction between texture and violence to bring us closer to the felt idea of flesh. The piece intends to question the relationship between affect and materiality, as well as the psychological economy of desire, destruction, and consumption by simultaneously making the viewer feel uncomfortable and viscerally involved.

Preliminary models:

A TV monitor presents us with a video of a hand performing different types of incisions using sharp and blunt metal instruments into a large array of materials. The monitor is covered with a loose “tent” of plastic sheeting, allowing the visitor a mysterious view of the video content through the blurring, glowing screen of the semi-transparent material. To get a closer look, the viewer has to unzip the tent’s opening and insert her head into an intimate space shared by the monitor.

The video is a loop of shot after shot of various texturally ambiguous materials or objects being clinically laid out on a chrome table while a hand, alternately gloved in vinyl or rubber gloves discovers the many methods by which each material can be cut up, destroyed, and divided and the specific instruments that do the job in the most satisfying or interesting way.

INCISION is preceded by a tactile prodding of the object followed by the MORCELLATION, FRAGMENTATION OF THE MATERIAL INTO ITS CONSTITUENT FORMS (filaments, bits, crumbs, slivers).The act of cutting can be smooth, swift : sensation of liberation, closure mixed with disquiet of violent end. The act of cutting can be difficult, messy, awkward: sensation of squeamish frustration. The viewer witnesses a Progression in the act of cutting: colorful liquid starts to OOZE out of the harmed materials (recalling old blood or water, displaying a viscous quality)

The second channel of the installation is rear projected onto a sheet of the same semi-transparent plastic wrapping that covered the monitor. The projection is a looping video of luridly colored organic textures (e.g. close-up of a beating heart, a time-lapse of growing mold). The video is processed into anaglyphic images to produce a stereoscopic effect, visible to the visitor with 3D glasses.

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.


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.

I Heart Tony Oursler II: trapped dolls with little pathetic faces

note to self: when thinking about video art and projection techniques, think SMALL

I Heart Tony Oursler: haunting heads

using techniques pioneered by the imagineers for their Haunted Mansion ride? a real breakdown of the virtual/material barrier, we enter a liminal zone where the virtual animates objects, ensouling them…

Oursler began working with small LCD video projectors in 1991 in his installation “The Watching” presented at Documenta 9, featuring his first video doll and dummy. This work utilizes handmade soft cloth figures combined with expressive faces animated by video projection. Oursler then produced a series of installations that combined found objects and video projections. “Judy”, 1993, explored the relationship between multiple personality disorder and mass media. “Get Away II” features a passive/aggressive projected figure wedged under a mattress that confronts the viewer with blunt direct address. Oursler’s works seem like animate effigies in their own psychological space, often appearing to interact directly with the viewer’s sense of empathy. These installations are consistently disturbing and fascinating and lead to great popular and critical acclaim.
Signature works have been his talking lights, such as Streetlight (1997), his series of video sculptures of eyes with television screens reflected in the pupils, and ominous talking heads such as Composite Still Life (1999). An installation called Optics (1999) examines the polarity between dark and light in the history of the camera obscura. In his text “Time Stream”, Oursler proposed that architecture and moving image installation have been forever linked by the camera obscura noting that cave dwellers observed the world as projections via peep holes. Oursler’s interest in the ephemeral history of the virtual image lead to large scale public projects and permanent installations by 2000.
The Public Art Fund and Art Angel commissioned the “Influence Machine” in 2000. This installation marks the artist’s first major outdoor project and thematically traced the development of successive communication devices from the telegraph to the personal computer as a means of speaking with the dead. Oursler used smoke, trees and buildings as projection screens in Madison Park NYC and Soho Square London. He then completed a number of permanent public projects in Barcelona, New Zealand, Arizona including “Braincast” at the Seattle Public Library. He is scheduled to complete a commission at the Frank Sinatra High School in Astoria New York.
(source: Wikipedia)

Ceremony Around a Fire Hydrant

my newest piece of low-tech music – enjoy!

Ceremony Around a Fire Hydrant from Lauren Fenton on Vimeo.

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…

Cinema in a Cabinet

dark-room2

a solution to the screen vs. physical space dichotomy: merging two different ontologies of immersive space. You need to enter a secret space within the larger installation to look at the screen: watch a movie in a closet, a cabinet, then crawl out/emerge.

dark_room

D-Fuse and abstract urban space

Photopia III : Dead Glow

artxray

artxray3

David Maisles, History’s Shadow (x-rays of antique sculptures from museum archives)

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.

David Rokeby: n-chant a computer choir and the poetics of randomness

from David Rokeby’s article The Construction of Experience: Interface as Content (1998):

SIMULATED COMPLEXITY
In a similar vein, it’s important to understand the difference between “fractal” complexity and the complexity of life experience. Fractals are fascinating because a rich variety of forms are generated by a single, often simple algorithm. The endless and endlessly different structures of the Mandelbrot set are generated by a single equation addressed in an unusual way. This relationship between the infinite detail of the fractal and its terse mathematical representation is an extreme example of compression. The compression of images, sound and video into much smaller encoded representations is one of the keys of the current multimedia explosion.

Opposed to the incredibly compressible “complexity” of fractals is the complexity of true randomness. Something can be said to be random if it cannot be expressed by anything less than itself… that is to say, it’s incompressible. This rather philosophical notion can be observed in our everyday on-line communication. To move data around quickly and efficiently, we compress it, then send it through a modem that compresses it further. What is left is the incompressible core of the information. As you can hear through your modem when you dial up your internet service provider, the result sounds close to random noise.

Randomness and noise are usually things we avoid, but in the purely logical space of the computer, randomness and noise have proven to be welcome and necessary to break the deadly predictability. But random number generators, used so often to add “human” spice to computer games and computer-generated graphics are not “random” at all. They merely repeats over a fairly long period?a sterile simulation of the real thing.

THE POWER OF RANDOMNESS

…In designing environments for experience, we must remain humble in the face of the power of irresolvable, non-fractal complexity. The computer is an almost pure vacuum, devoid of unpredictability. Computer bugs, while annoying, are never actually unpredictable unless this “vacuum” fails, as when the hardware itself overheats or is otherwise physically damaged. This vacuum is extremely useful, but it’s no place to live.

When I started working with interactive systems I saw the “vacuum” of the computer as the biggest challenge. I developed “Very Nervous System” as an attempt to draw as much of the universe’s complexity into the computer as possible. The result is not very useful in the classical sense, but it creates the possibility of experiences which in themselves are useful and thought-provoking, particularly by making directly tangible that what is lost in over-simplification.

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.

Toy Terrorists, Rerouted Ventriloquists

from Craig Baldwin’s Sonic Outlaws:

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