Posts Tagged ‘machine’

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.

Brand X on Mindshare and Eric Gradman

02:45 PM PT, Jun 16 2009

Mindshare_gradman In an empty loft space, somewhere deep in the bowels of the Brewery Arts District, Eric Gradman, Brent Bushnell and Doug Campbell are plotting the future of Los Angeles night life. These tech- and culture-savvy guys are thoroughly bored with L.A.’s bar scene, and they are scheming to bring interactive art, real-time games and dynamic technology to your next cocktail hour, where new ideas flow as liberally as the alcohol. They are, in fact, already manifesting this future social scene — and they call it Mindshare.

Every third Thursday of the month, Gradman, Bushnell and Campbell play host to a forward-thinking cultural salon that’s part tech-geek meet-and-greet and part playground of cutting-edge interactive art — all with an open bar. Started in 2006 by Doug Campbell and Adam Medford, the idea of Mindshare came out of their shared experience at the annual TED Conference. “We came back totally inspired,” says Campbell. “At the same time, we were really unimpressed with the typical bar-and-club-related social scene, and we thought, we’ve got a great network of people involved in science, technology, arts — let’s bring them together.”

But Mindshare is not just a boozed-up networking event. The evening starts out with a series of presentations that cover social robotics, apocalyptic survival cognitive neuroscience and even pole dancing.  After all guests are thoroughly overstimulated, Mindsharians are let loose to mingle, drink and play with the “toys” made by the Mindshare Labs collective, a recently formed right arm to the Mindshare event. Gradman and Bushnell (among others) head up Mindshare Labs, and have been coming out with creations almost each month since last November. Somewhere between game, gadget and art installation, these innovative, cheeky inventions encourage people to lower their social inhibitions. Because, while we give a lot of credence to social networking on the Internet, geeks want to be social creatures in real life too.

After the jump: some of Mindshare’s latest inventions.

Laser Maze: Want to add some “Mission: Impossible” to your mixer? Bushnell’s game challenges partygoers to jump and duck through a room filled with angled laser beams. Using 3A lasers, Arduino circuits, Python and Linux programming plus a 1,200-watt fog machine, the Laser Maze is soon to be part of a multi-person game.

Cloud Mirror: Step in front of Gradman’s specially programmed video camera and projector at your own risk. Thanks to facial-recognition technology and what he calls “gentle data scraping” from social networking sites, tidbits of personal information appear above the projected person’s face in a cartoon-like “thought cloud.” Didn’t want the whole room to know your Facebook relationship status? Surprise! Too late.

ShadowSmoke: Imagine visuals that look like a digitally produced lava lamp projected on an entire wall of a club. Add Gradman’s computer-programming magic and suddenly whoever sashays in front of the screen can manipulate the swirls of colorful, virtual liquid-smoke with the movement of shadows. Wallflowers, beware: This project is meant to lure the dance-bashful out into the limelight.

Game Table: Bushnell has turned an ordinary dining table into a six-person video game platform that can play a number of classic games like Tron and Pong. Why six? Bushnell explains, “I think six is kind of an unstable number. People usually socialize in groups of two or four, so the Game Table encourages you to go invite others — maybe people you don’t know — into your circle to play. It’s a way less awkward way to flirt than the whole ‘Can I buy you a drink?’ thing.”

– Ramie Becker

Top photo: Eric Gradman stands before his interactive fluid simulation, “ShadowSmoke.” Credit: Josh Reiss

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

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.


Architexture VII: Peter Sarkisian and the spherical arcade

Peter Sarkisian, Extruded Video Engine n°=1. the impersonation of the arcade mentality! a new techno-animal emerges from this fizzing bleeping volumetric toy…


Peter Sarkisian at Volta NY
Uploaded by C-Monster. – Independent web videos.


the fun ride comments on America : “we find it delightfully unliveable here”

the commentary is priceless…

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…

D-Fuse and abstract urban space

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.

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.

Toy Terrorists, Rerouted Ventriloquists

from Craig Baldwin’s Sonic Outlaws:

Futurist Manifesto: “The Art of Noises”

noise
Luigi Russolo to Balilla Pratella:

“Let us cross a great modern capital with our ears more alert than our eyes, and we will get enjoyment from distinguishing the eddying of water, air and gas in metal pipes, the grumbling of noises that breathe and pulse with indisputable animality, the palpitation of valves, the coming and going of pistons, the howl of mechanical saws, the jolting of a tram on its rails, the cracking of whips, the flapping of curtains and flags. We enjoy creating mental orchestrations of the crashing down of metal shop blinds, slamming doors, the hubbub and shuffling of crowds, the variety of din, from stations, railways, iron foundries, spinning wheels, printing works, electric power stations and underground railways.

…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. “

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.

From Boing Boing: the Future of Synesthesia

Digital Synesthesia

  • Posted by: David Pescovitz on Boing Boing blog
  • on September 1, 2009 at 7:10 am

Want to see with your tongue? Boing Boing’s David Pescovitz looks at technology that blurs the boundaries between our five senses.

What if you could see with your skin? Or taste what you see? While those kinds of experiences might suggest a mental disorder, or an acid trip, the ability to substitute your senses by choice is on the horizon. A confluence of new technologies are leading to a kind of digital synesthesia.

Synesthesia, of course, is the fascinating neurological phenomenon whereby stimulation of one sense involuntarily triggers another sensory pathway. A synesthete might taste sounds or hear colors. But the ability to reroute the senses could dramatically help blind individuals, for example, or restore the sense of touch to amputees wearing prosthetic limbs.

At Institute for the Future, where I’m a researcher, my colleagues and I have spent the last few months exploring the notion that “everything is programmable,” or will be soon. The idea is that emerging technologies—from pervasive computers to synthetic biology—are making it possible to program our bodies and our worlds to desired specifications. Increasingly, we are looking at the entire world through a computational lens. As part of that research, we’ve been collecting “signals”—events, developments, articles, scientific publications—that taken together, give indications of key trends. We’ve entered these in our public Signtific signals database and tagged them based on their subject matter. I’ve found many research efforts suggesting how we may reprogram our senses in the future.

For example, there are the “Flavor Tripping” parties fueled by Synsepalum dulcificum, aka “Miracle Fuit,” the West African berry that temporarily reprograms your taste buds to make anything sour or bitter taste perfectly sweet. And there’s the story of Daniel Kish, the blind psychologist who, by clicking his tongue, uses echolocation to “see.” In the realm of digital synesthesia, numerous projects are attempting to leverage tactile feedback in the form of clothing outfitted with tiny vibrators. Instead of picking up your phone to read a text message, you might feel the words spelled on your back.

The late Paul Bach-y-Rita could be considered the father of all technology used to reprogram the human senses. In 1963, Bach-y-Rita developed a “Tactile to Visual Sensory Substitution” device. It converted images from a camera to tactile sensations that a blind person could feel on his or her back. Bach-y-Rita’s research was all based on the notion of “sensory substitution.” The brain, he argued, was not hardwired and that a working sense, say touch, could be used to replace a failing one, e.g. vision. His ideas around the plasticity of the human brain were very controversial at the time but widely accepted today. He continued his research on sensory substitution technology at the University of Wisconsin-Madison, and his company Wicab, until his death in 2007.

“I can connect anything to anything,” Bach-y-Rita said in a profile in The Telegraph shortly before his death:

We see with our brains, not with our eyes. When a blind man uses a cane he sweeps it back and forth, and has only one point, the tip, feeding him information through the skin receptors in the hand. Yet this sweeping allows him to sort out where the doorjamb is, or the chair, or distinguish a foot when he hits it, because it will give a little. Then he uses this information to guide himself to the chair to sit down. Though his hand sensors are where he gets the information and where the cane “interfaces” with him, what he perceives is not the cane’s pressure on his hand but the layout of the room: chairs, walls, feet, the three-dimensional space. The receptor surface in the hand becomes merely a relay for information, a data port.

In the latest incarnation of Bach-y-Rita’s work, the data port is the tongue. The company he co-founded, Wicab, has developed a visual prosthetic for the blind that converts images from a video camera into tactile sensations on the tongue. The system, called BrainPort, pairs a head-mounted digital video camera with a postage stamp-size electrode array that sits on the tongue. A small computer translates the visual information into a pattern that is “displayed” on the tongue.

“The tactile image is created by presenting white pixels from the camera as strong stimulation, black pixels as no stimulation, and gray levels as medium levels of stimulation, with the ability to invert contrast when appropriate,” reads the company’s website. “Users often report the sensation as pictures that are painted on the tongue with champagne bubbles.”

The BrainPort is not yet FDA approved, but clinical studies have been quite exciting. During trials, blind test subjects had their brains scanned while using the device. Interestingly, even though the device provides tactile sensation, visual regions of the brain were activated.

Seeing with your tongue may seem unusual, but arguably not as weird as “skin vision.” A researcher at Tel Aviv University suggests that humans might be able to “see” with their skin. Engineering professor Leonid Yaroslavsky hopes that through biomimicry, new kinds of imaging technology might be developed that obviates traditional optics. Yaroslavsky presented his theories on the subject in a scientific book titled Advances in Information Optics and Photonics. From an American Friends of Tel Aviv University press release:

Skin vision is not uncommon in nature. Plants orient themselves to light, and some animals—such as pit vipers, who use infrared vision, and reptiles, who possess skin sensors—can “see” without the use of eyes. Skin vision in humans is likely a natural atavistic ability involving light-sensitive cells in our skin connected to neuro-machinery in the body and in the brain, explains Prof. Yaroslavsky.

While the first people to reprogram their senses are likely to be people with a sense that has failed them, the technology will likely trickle down. Eventually, the hard lines between our five senses may be blurred. And in a world where everything is programmable, five may be a choice, not a limit.

Do you see what I’m saying?

David Pescovitz is co-editor of Boing Boing, a research director at Institute for the Future, and editor-at-large of MAKE.

Architexture3: Gutted Organs Old Railway Stations

From architecture and design magazine website Blueprint:

david-byrne-playing-the-building1

david-byrne-playing-the-building-2

“Clear transparent tubes feed plumbing pipes with compressed air. These create a chorus of howls and moans. It is sort of like an out of tune harmony but isn’t displeasing, almost like the cry of a stream-train but not intrusive. This is apt for the Roundhouse, as it was built in 1846 as a Steam engine shed. The sounds become a reawakening of the haunts of its previous existence. It gives significance to the user of the building, as if our own experiences and lifetimes within that building become infused into the very make-up of it. This user-building relationship is highlighted by the operation of the installation, where the building only speaks when the user touches the keys of the pump organ to feed it.

If the large, round room is empty when you enter it, the installation is silent. One may feel timid walking to the pump organ, with its yellowy spotlight and the massive room to play to. The words ‘Please Play’ painted on the floor offer some encouragement. Most people are generally shy when playing musical instruments to an audience, but the pump organ cannot make a formal tune: the sound it generates is more like the clunking noises made by old, creaking heating systems in houses. The instrument itself is like an exaggerated version of the solitary church organ, usually played alone because it is only in tune with itself and not with other instruments.” (Elice Catmull, August 2009)

Oulipo: intransitive language

“A simple example will clarify this: the beginning of Le Chiendent. A man’s silhouette was outlined, simultaneously thousands. A realist novelist would have written: Jules came along. There was a crowd. But in writing this, the realist novelist would only have shown that he was confusing the concreteness of things with literary concreteness, and that he was counting on quashing the latter in favor of the former. he would have claimed to have rendered his sentence wholly transparent to that which it designates.That is literature according to Sartre, and transitive language. In literature, the smallest combination of words secretes perfectly intransitive properties”.

“Language doesn’t manipulate notions, as people still believe; it handles verbal objects and maybe even, in the case of poetry, sonorous objects.”

“Nine or ten centuries ago, when a potential writer proposed the sonnet form, he left, through certain mechanical processes, the possibility of a choice.”

Jean Lescure, Brief History of the Oulipo

First Person Plural: recursive mirror

hershman

 

Hershman’s talking head appears successively on the three screens of an editing machine. No hands are visible that would explain this ghostly process – the machine seems to be creating Hershman(s), conjuring her / they out of a database, splicing bits and pieces together in an eerie act of cyborg (re) production. The editing machine becomes both an inscription tool and a metaphor for the private / public performance of a community of alter egos.

Hershman stands in the corner of a white room next to a short white pedestal and an unidentifiable dark rectangular object on the wall (a picture, a painting?). The room is stretched out and replicated across the picture plane, calling up the effect produced when mirrors are placed opposite each other : recursive reflection, mirrors containing themselves replicating across an infinite depth. Hershman, as the subject obsessed with the perfecting, the retooling of her own discourse enters in a demonic dialogue with the camera, adjusting the mirror (the sliver of discourse that constitutes a particular edit), picking different angles to produce a variety of refraction patterns.
roberta
She retraces the history of her overeating and chronicles the progress of her “cure”, a schematic scale often appearing as a graded line to the left of her head, marking with mathematical precision the chronological positioning of a particular interview episode – the measurement / assessment of her body functioning as both clock and time machine, transporting the audience across her body / her time (her temporality).

The whole project, she admits, is grounded in the fact that she is alone with herself / with the mirror that is the camera – a curious place I identify with the sound booth of her interview space, a societally detached cubicle in which (intentional) discourse and (spontaneous, uncensored) private thought are disturbingly close, perhaps inextricable. This space, between herself and the camera, seems to allow her a great degree of license in her storytelling – it becomes easier to scrutinize interior events, and, liberated from the necessity of an interlocutor, Hershman is no longer compelled to (artificially) carve out fact from fantasy. Fantasy itself emerges as fact / act, a documentable event alongside others, testifying to the occurrence/reality of this continuous performance of subjectivity.

79 Springtimes of Ho Chi Minh: acid rock starts your fight


Alvarez's film is rare, but bombing footage is not...

Santiago Alvarez’s 79 Springtimes of Ho Chi Min opens with a flower slowly blooming, followed by a shot taken from a plane overflying Vietnam. Just as slowly as the flower opened, two bombs drop to earth, becoming invisible until – we knew this would happen, but were subconsciously hoping it wouldn’t – the earth erupts into flames. The camera zooms into a photograph of Ho Chi Min as a young man until we see only his eyes. Then, through a series of photographs (Barthes: the poignancy of the photograph is that it is evidence of the certainty of death – a death that already occurred or a death to be), we see those eyes grow older, until we finally zoom out again – Ho Chi Min is an old man, his face and figure freeze into a negative. Here Alvarez brilliantly evokes the passage and passing of a life – a life that (according to the filmmaker) unfolded with beautiful purpose, the process of aging signifying the fulfillment, the blooming of the young man’s promise, rather than a descent or decay. Alvarez simultaneously ties the meaning of this life irrevocably to a place, Vietnam, an event, the Vietnam war and a mission, the struggle against the destruction of Vietnam, a struggle for life (- again, the flower, the earth). Ho Chi Min is embalmed in the negative flash, pharaonically preserved in celluloid to continue to inspire this purpose, ascending to some super-human plane where he is transfigured into ideality – resurrected as a symbol via the film.

Later, more footage of violence in Vietnam is cut with a woman singing in lyrical anguish, ecstatically, until, as she draws out a high note, she disappears, replaced by the explosion of another bomb. The dialectic between vibrant life and sudden anihilation is didactically picked up again, but this is didacticism of a purely emotional, even physiological order. This sequence increases (at least my) heart rate, makes me breathe more heavily, until the world, life, my heart beat is stopped by the arrival of the bomb hitting the singer’s high note.

To cite Jane Gaines’ article Political Mimesis: the spectator “bodies back” to the images on the screen, reacting to the projected world as if she were witnessing reality, something happening right now that calls for an immediate reaction – wherefore the adrenalin. Alvarez’ method is more Eisenstein than Workers’ League newsreel, however – we are not encouraged towards mimesis of the action on screen (no waves of bodies, no protesters arouse this response) but provoked to imbibe the political message being laid out in front of us, namely, that the destruction of life (as it shines forth in the face and voice of the singer, in the liquid harmonics of the synthesizer soundtrack, in the ravaged faces of napalm victims, in the eyes of the old Ho Chi Min) calls absolutely for counter-attack, a commitment of the whole body, a kinetic force of feeling directed against the destroyers. Ho Chi Min is at the center of the footage: he appears as the eye in the storm, the rallying point for everything that stands against the anonymous machinery of death.

more remains of Ho Chi Minh...

After his funeral, the world falls apart – first in the faces of his supporters, unmade by tears (again, a physical manifestation) and then on the arena of the war itself: the filmmaker mangles footage of gun machine fighting at close quarters so that the soldiers’ violence finds some physically authentic correlate in the violence done to the celluloid, causing epileptic flashes to periodically slice the action unfolding on screen. The lasting impression is one of sensually exprienced chaos, as if the sign – what is represented – had savagely leaped out of its ontological cage to manhandle the spectator, directly triggering the spectator’s self-defense reflexes. As a result, the war footage, the attack on Vietnam starts to feel intimately personal – the bombs dropping on Vietnam seem to be aimed at me.

Like Man with the Movie Camera, I found 79 Springtimes of Ho Chi Min galvanizing, in its etymological sense of muscular stimulation by electric shock. As in Vertov’s film, we are lifted into a universe constructed by the Kino-eye – one where the juxtaposition of actuality coalesces into a higher meaning, a fullness of experience / life. This beautiful vision is then put under attack by the war footage – footage that, although posessing the aesthetic qualities that characterize the entire film, releases all its potential for shock value when considered side by side with the faces and bodies of children, masses, protesters and the compact figure of the deified Ho Chi Min. That the power of cinematic representation can be used so effectively to short-circuit the spectator’s critical capacities to plug in directly to her emotional core and stimulate a physical response (the catalyst for action) is, according to Gaines, the dream of the politically engaged documentarian. But the question of the political content being conveyed cannot be gotten around. The cinematic apparatus remains amoral.

« Older Entries

Archives