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| Paul D. Miller on Wed, 2 Oct 2002 10:59:37 +0200 (CEST) |
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| <nettime> FreezeFrame - an essay on music composition on the Internet |
Hello you all this is part of a longer essay, but basically I'm going
to present this and some live software remixes of materiaal from
various digital sound sources. It'll be both a multi-media lecture
and show how dj culture relates to digital culture etc etc Ken
Jordan's book with Randall Packer "Multimedia: From Wagner to Virtual
Reality" has become a classic on the history of multimedia with a
broad historical perspective, and basically the article engages ideas
about how networked environments interact with the composition
process. The article first appeared as a commision on the new music
box website:
www.newmusicbox.org
check it out!
thanx,
Paul
Freeze Frame: Audio, Aesthetics, Sampling, and Contemporary Multimedia
by Ken Jordan and Paul D. Miller a.k.a. DJ Spooky that Subliminal Kid
Paul D. Miller's Preamble:
In an era of intensely networked systems, when you create, it's not
just how you create, but the context of the activity that makes the
product. Let's think of this as a hypothetical situation become real,
and then turn the idea inside out and apply it to music - operating
systems, editing environments, graphical user interfaces - these are
the keywords in this kind of compositional strategy. During most of
the spring of 2002 I was working on an album called "Optometry." I
thought of it as a record that focused on "the science of sound - as
applied to vision." Think of it as a kind of "synaesthesia" project
navigating the bandwidth operating between analog and digital realms.
"Optometry" was constructed out of a series of audio metaphors about
how people could think of jazz as text, of jazz as a precedent for
sampling - of jazz as a kind of template for improvisation with
memory in the age of the infinite archive. In sum, the album was a
play on context versus content in a digital milieu using sampling as
a "virtual band" of the hand. Flip the situation into the here and
now of a world where file swapping and peer-2-peer bootlegs are the
norms of how music flows on the web, and "Optometry" becomes a
conceptual art project about how the "hypertextual imagination" holds
us all together. Seamless, invisible, hyper-utilitarian... those are
some of the words that describe the composition process of
"Optometry." What's new here? In 1939 John Cage made a simple
statement about a composition made of invisible networks that was
called "Imaginary Landscape." The piece was written for phonographs
with fixed and variable frequencies (consider that there was no
magnetic tape at that time), and radios tuned to random stations. The
idea for Cage was that the music was an invisible network based on
"chance operations." As Cage would later say in his famous 1957
essay "Experimental Music," "Any sounds may occur in any combination
and in any continuity." The sounds of one fixed environment for him
were meant to be taken out of context and made to float - think of it
as audio free association, and you get the first formalist ideas of
the origins of DJ culture. But what does this have to do with jazz?
In 1964 Ralph Ellison gave a discussion before the Library of
Congress about writing jazz criticism. In it he discussed Henry
James's fascination with Americaness - think of it as an echo of the
Cage notion, and flip the code into a different cipher - you arrive
at Henry James' critique of Americanness as "a complex fate." The
Ellison lecture was called "Hidden Name/Complex Fate" and Ellison
takes us on a journey through elements "absent from American life."
In this text Ellison would flip the mix and build a template for a
new kind of literature - that's the echo of "Imaginary Landscape"
that intrigues me. He said: "So long before I thought of writing, I
was playing by weather, by speech rhythms, by Negro voices and their
different timbres and idioms, by husky male voices and by the high
shrill singing voices of certain Negro women, by music by tight
places and wide spaces in which the eyes could wander..." Again, the
invocation of an imaginary landscape made of the hyper-real
experiences of living in a world made of fragments. That's what
"Optometry" inherits. Think of it as a dialectical triangulation
between the idea of being made from files of expression put through
places that are not spaces, but code. Gesture is the generative
syntax, but once the sounds leave the body, they're files. And that's
the beginning...
1.
When computers communicate over a network, they do so through sound.
Before information can be sent over wires run between computers, it
must first be translated into tones. The composer Luke Dubois, of
Columbia University's electronic music department, has described the
static you hear when a modem connects as a hyper-accelerated Morse
Code, a billion dots and dashes sung each second, too fast for the
human ear to discern. This has been true since the dawn of networked
computing. When the first two nodes of the Internet, at UCLA and
Stamford, were brought online in 1969, Charlie Kline at UCLA famously
initiated the connection by typing "login." After keying the letter
"l" he received the appropriate echo back along the phone line from
Stamford. The same with the letter "o." But when he hit "g" the
system crashed; the audible reply from Stamford never reached its
destination.
In 1972, Ray Tomlinson modified a program meant for ARPANET, the
precursor to the Internet, that would let people send each other data
as small "letters." He chose the {AT} sign for addresses for a simple
reason: the punctuation keys on his Model 33 Teletype made it easy to
type; it was a convenient way to lend a geographic metaphor to an
otherwise abstract place made up of data and people's interaction
with the nodes that hold the data together. In one fell swoop,
Tomlinson signaled that data could be both a place and a linguistic
placeholder for digital information as a complete environment. By
using the {AT} symbol, he restated what modernist artists and composers
had been pointing out for over a century: when information becomes
total media in the Wagnerian and the Nietzschian sense in, we arrive
at the "Gesamkunstwerk" or "the total artwork." The Situationists
referred to this as a "psycho-geography." Antonin Artaud wrote an
essay about it called "Theater and It's Shadow;" for him it was based
on the interaction of different forms of alchemy. When Artaud coined
the term "virtual reality" in his 1938 essay "The Alchemical
Theater," he anticipated a realm where signs, symbols, letters, and
ciphers were all placeholders in the rapidly changing landscape of a
society that faced the surging tides of industrial culture's mad race
to become an information culture. It was a phrase to describe a mind
trying to make sense of the data road kill on the side of the
information highway being built in the minds of artists whose dreams
punctuated an immense run on sentence typed across the face of the
planet as technology carried the codes out of their minds and into
the world. In the 20th century, one symbol -- " {AT} " -- ushered in a new
world linked by the intent of people to communicate. This is a world
of infinitely reflecting fragments, vibrating, manifesting a hum,
making music.
The connection between sound and networked computing is more than the
product of technical convenience. It can be traced to the first
visionary articulation of the digital age. In his seminal essay from
1945, "As We May Think," Roosevelt's science advisor, Vannevar Bush,
proposed the creation of a device he called the memex, which provided
the inspiration for what later became the networked personal
computer. Bush's memex system had the ability to synthesize speech
from text, and, conversely, to automatically create text records from
spoken commands. He wrote enthusiastically of the Voder, which was
introduced at the 1939 World's Fair as "the machine that talks." "A
girl stroked its keys and it emitted recognizable speech," Bush
wrote. "No human vocal cords entered in the procedure at any point;
the keys simply combined some electrically produced vibrations and
passed these on to a loud-speaker." Bush also discussed another Bell
Labs invention, the Vocoder, an early attempt at a voice recognition
system. Central to his vision of the memex was the notion that sound
would circulate through the system, available for easy retrieval and
manipulation.
Today that ease of access and malleability is transforming the way
musicians conceive of and make music. It is now simple to convert
sound into digital streams, so it can flow anywhere across the
computer network, to be manipulated by a continually growing array of
software. Real time collaborations between musicians across the Net
are becoming common. Online collaborations that are not real time are
commonplace. The combination of databases (for storage), software
(for manipulation), and networks (for interactivity between
databases, software, and musicians) is challenging many long held
notions of what music making can or should be. Established boundaries
are blurring.
This blurring comes from a basic premise behind computing: that all
information can be translated from its original form into binary
code, and then re-articulated in a new form in a different medium.
Texts can be stored in a database as ones and zeros, and later output
as images or sounds. Ted Nelson, the man who coined the terms
"hypertext" and "hypermedia" in the mid-1960s, was among the first to
appreciate the full range of opportunities that networked computers
make possible. In 1974, he proposed the playful idea of
"teledildonics," a computer system that would convert audio
information into tactile sensations. Why should music only enter the
body through the ear? Why not through the skin, or through the eye?
Artists have been using computer networks for collaboration at least
since 1979, when I.P. Sharp Associates made their timesharing system
available to an artist's project called "Interplay." Organizer Bill
Bartlett contacted artists in cities around the world where IPSA
offices were located, and invited them to participate in an online
conference -- essentially a "live chat" -- on the subject of
networking. At the time this technology was rare and expensive;
artists had no access to it. "Interplay" is often referred to as the
first live, network-based, collaborative art project.
Around the same time, the innovative use of satellites by artists
such as Nam June Paik, Joseph Beuys, Douglas Davis, Kit Galloway, and
Sherrie Rabinowitz were connecting performers across great distances
in collaborative, interactive pieces. A dancer in New York would
improvise to music played in Paris, while video of the two would be
edited into a single performance for broadcast in, say, Berlin.
Although these pioneering telematic works did not make use of
networked computing -- bandwidth and processor speeds were not yet
great enough to allow for it -- they set precedents for the real time
network-based interaction between artists that became possible in the
1990s, as the technology improved and costs came down.
Online collaboration today takes many forms. Using Web-based music
technologies, artists are working together to create new music. There
are online studios that connect artists across great distances, and
Web-based jams between musicians who have never laid eyes on one
another. At the same time, even more popular are "collaborations"
between artists who are not even aware that a "collaboration" is
taking place. Referred to as "remixes" or "bootlegs," digital files
of a wide range of recorded material are being cut up and manipulated
into entirely new works of art -- blending distinct and unlikely
source materials into singular creations. Of course, this kind of
unsolicited collaboration challenges some long-held notions of
intellectual property, and an artist's unique affiliation with his or
her own output. But at the same time, it brings back the idea of a
shared folk culture, where creative expression is the property of the
community at large, and can be shared for everyone's benefit. Digital
technology may be a route that reconnects us to aspects of our tribal
roots.
As new as these techniques are, however, they retain a continuity
with pre-digital compositional approaches. The network simply allows
musicians to perform together online, replicating the experience they
have always had when jamming in the same room. At the same time, the
mixing of distinct aural elements certainly does not require digital
technology; analog sound mixing dates at least to John Cage's 1939
performance of Imaginary Landscapes, which featured a mix of
turntables and radios. From this perspective, computer networks
simply contribute to long standing tendencies in composition that
preceded the digital era.
However, some composers are exploring a wholly original, uncharted
musical terrain, one that is unthinkable without networked computers.
In these works, the sound experience is created through the real time
participation of the listener in the making of the performance
itself. These online sound art pieces rely on the interactive
engagement of the listener, who helps to shape the specifics of the
performance through her choices and actions, which are communicated
to the music making software over the wired network. In this way, the
traditional distinction between "artist" and "audience" begins to
melt away, as the "listener" also becomes a "performer."
2. Composing With Software
When the software conditions the experience, it conditions the music.
One thing that many people notice when they start making music online
is that the Web is a powerful vortex; it doesn't let you go. There is
no single way to end a session; rather, there are many ways. There
are bootlegs of everything that has ever made it onto the Net.
Multiplicity is an unwavering factor in the online experience. Look
at sites like Afternapster.com. You will find hundreds of
peer-to-peer networks, each of which is the private preserve of a
file sharing community. These can be seen as the operational mode of
a culture of distributed networks, held together by a common thread:
each represents a particular taste as distributed through the system.
As Artaud said (in an incredible pre-cognition of the digital era's
constant stream of information guiding any creative act): "All true
alchemists know that the alchemical symbol is a mirage as the theater
is a mirage... [It's] the expression of an identity existing between
the world in which the characters, objects, images, and in a general
way all that constitutes the virtual reality of the theater
develops..." In a way, collaborative music making on the Net requires
an interaction of people and software that turns almost all normal
contact between musicians into a mediated experiment with the
hypothetical. Is there a human on the other side of the screen? The
sounds can only give you a hint. The software is a window onto a
realm governed only by the uncertainty of that fact. The connections
displace physicality in a way that leaves you a victim of context.
This is the experience of tele-composing. It makes the creative act
become a cog in the abstract machines of the software that mediate it.
Using online studio software, such as Rocket, Pro Tools, or Reason,
allows you to mix equally with either musicians or found sounds.
Through the software interface, there is a certain equivalency.
Collaboration can take place in real time between people, or between
the remnants of creativity that people leave behind -- the Net is
full of such suggestive debris. In this context, the only limitation
comes from the bottleneck that bandwidth places on file exchanges.
The quicker the speed, the richer the environment.
Another effect of software is to dematerialize the musical
instrument. It does this by distributing the qualities of an
instrument across the various peripherals that control the sounds
that the software generates. Algorithm displaces rhythm and becomes
the environment in which to create. MAX/MSP is an open ended
software environment that lets you create templates for virtual
instruments -- it allows you to make an aggregate of whatever sounds
you run through its parameters. Almost all process oriented software
behaves like this. Editing environments such as Pro Tools or Digital
Performer function as dissecting tables of sound; they allow the
musician to compose material from multiple layers of tracks and
files, and to then condition the total output. It's like building
music out of Lego blocks.
That is, either Lego blocks or samples. Online, everything is a
sample. Every audio element becomes a potential fragment for
manipulation and recontextualization. Sampling follows the logic of
the abstract machinery of a culture where there are no bodies - just
simulations of bodies. The fragment speaks for the whole; the whole
is only a single track drifting through a vast database. The basic
structure of "assemblage," the method of collage, holds sway here.
Think of this terrain as object-oriented programming with beats.
Take the file, edit it: import/export/MIDI/SMTP.
Time code synchronizes the fragments, and makes it work wherever you
are... FTP controls the data exchange as a basic source of file
exchange... Lee Perry popularized the term "versioning" by using a
series of vocal tracks that were taken out of context and
de-familiarized through sound effects programming. This can be done
either as a live process or improvised on a virtual "mixing board."
Software that allows real time online jamming is appearing from every
corner of the globe. But is your online collaborator a person or a
bot? Or a combination of the two?
On the Web, collaborators can come in all guises. The White Stripes
have no bass player. Steve McDonald, the bass player for Red Kross,
felt that the White Stripes tunes could use more bottom. So each week
he adds a bass guitar part to one or two White Stripes songs, and
makes them available as "bootleg" MP3s. Jack White, the White
Stripes' front man, has apparently given these remixes his blessing.
3. Interacting With Intelligent Networks
Once, every sound had a distinct source. A door slammed shut, a horn
was blown, a guitar string was strummed. Audio came from a discrete
event, it was tied to a discernable action.
Networked music challenges this notion by displacing sound from its
origin, moving audio freely from one location to another, giving it a
presence in and of itself. John Cage brought this quality into modern
music with his 1939 piece, Imaginary Landscape. A performance that
combined turntables and radio broadcasts, this work introduced
networked interactivity into music making.. Cage mixed into his
performance various transmissions that came over the airwaves, and
with them created an entirely new composition. Sound separated from
its source in this manner becomes a "free floating signifier," to
borrow a phrase from Roland Barthes. The musical elements are
liberated from a specific time and place, allowing them to be
recontextualized in the final composition.
Robert Rauschenberg pursued something similar in the mid-1960s with
his interactive, sound-emitting sculpture, Oracle. Rauschenberg's
collaborator on the project, Bell Labs engineer Billy Kluver,
described Oracle as "a sound environment made up of five AM radios,
where the sounds from each radio emanates from one of the five
sculptures. The viewer can play the sculpture as an orchestra from
the controls on one of the pieces, by varying the volume and the rate
of scanning through the frequency band. But they can not stop the
scanning at any given station. The impression was that of walking
down the Lower East Side on a summer evening and hearing the radios
from open windows of the apartment buildings."
By the early 1970s, as the technology became more accessible, more
artists began to explore the potential of networked media -- both
audio and video -- to create unique forms of interactive expression.
These artworks grew from the notion that meaning would emerge from
media as it circulates freely within a network -- and that meaning
can be enhanced through strategic interventions by the artist or
audience. Douglas Davis' 1971 performance, Electronic Hokkadim,
produced at the Corcoran Gallery, was based on the interactions
between telephone callers and broadcast television. Nam June Paik
pursued what he referred to as a "cybernated art," based on the
transmission of information through video and audio networks. Paik's
1973 television broadcast, Global Groove, stands as a landmark event
in this trajectory. Fragments of performances by artists of various
traditions -- Western and Eastern, popular and elitist, traditional
and modern -- were strung together in a frenetic, continuous flow
across the screen. Paik himself "performed" the broadcast as a live
mix, choosing his streams as a DJ does today, manipulating images
through a video synthesizer, using rhythm as the underlying principle
of composition.
Enabling and manipulating the continuous flow of information was a
principal concern behind the design of the networked personal
computer. But before the mid-1980s, bandwidth constraints and limited
processing power made the use of these tools prohibitively expensive
for artists. However, it was long apparent to the pioneers of
networked media -- such as Davis, Paik, and Roy Ascott -- that their
artistic explorations with satellites and local wired networks would
lead to computer-based work, once the technology had caught up to
their vision.
Among the earliest musicians to dedicate themselves to the potential
of networked computing were The Hub, perhaps the world's first
"computer network band," which was founded at Mills College in 1985.
One of the members describes their method as follows: "Six individual
composer/performers connect separate computer-controlled music
synthesizers into a network. Individual composers design pieces for
the network, in most cases just specifying the nature of the data
which is to be exchanged between players in the piece, but leaving
implementation details to the individual players, and leaving the
actual sequence of music to the emergent behavior of the network.
Each player writes a computer program which make musical decisions in
keeping with the character of the piece, in response to messages from
the other computers in the network and control actions of the player
himself. The result is a kind of enhanced improvisation, wherein
players and computers share the responsibility for the music's
evolution, with no one able to determine the exact outcome, but
everyone having influence in setting the direction. The Javanese
think of their gamelan orchestras as being one musical instrument
with many parts; this is probably also a good way to think of The Hub
ensemble, with all its many computers and synthesizers interconnected
to form one complex musical instrument. In essence, each piece is a
reconfiguration of this network into a new instrument."
Implicit in this approach is the idea that, within the network, a
kind of intelligence is in circulation. David Wessel, at the
University of California at Berkeley, has been working with his
colleagues along these lines since the late 1980s, bringing together
the fields of computer music and neural networks. Could an instrument
become intelligent, and adapt to in an automated manner to a
musician's playing style? Could it learn the preferences of a
particular musician, and modify itself in response to what it learns?
Using the MAX programming environment, Wessel began to experiment
with musicians in a network context. "We have obtained reliable
recognition of complex guitar strumming gestures and limited numbers
of spatial gestures," he wrote. "With such procedures and much more
research, we might conceivably move towards adaptive, personalizable
instruments.... one will have to decide when to standardize or fix
the instrument and let the musician learn the appropriate gesture and
when to let the instrument adapt to the specialized approach of a
player. How to rig the training harnesses on ourselves as players and
on our instruments as expressively responsive musical tools will be a
question of scientific, aesthetic, and social concern." Once
meaningful information is circulating within a computer network, the
opportunity emerges for a relevant interaction. As Wessel suggests,
networked computer tools will lead musicians into making choices
about aspects of their performance that had previously never had to
be asked, such as: how "smart" do I want my instrument to be?
The notion that music can emerge from an intelligent, interactive
environment has drawn some composers to compositional forms that
would be inconceivable without telecommunications technology. One
example is Atau Tanaka's 1998 installation, Global String. The work
consists of a physical string, 15 meters long, that stretches from a
floor diagonally to the ceiling of a room. At the ceiling, the string
is connected to the Internet. "It is a musical instrument wherein the
network is the resonating body of the instrument through the use of a
real-time sound-synthesis server," writes Tanaka. "The concept is to
create a musical string (like the string of a guitar or violin) that
spans the world. Its resonance circles the globe, allowing musical
communication and collaboration among the people at each connected
site.."
Ping, a site-specific sound installation by Chris Chafe and Greg
Niemeyer, takes a similar approach. Ping has been described as "a
sonic adaptation of a network tool commonly used for timing data
transmission over the Internet. As installed in the outdoor atrium of
SFMOMA," for the millennial exhibition 010101, "Ping functions as a
sonar-like detector whose echoes sound out the paths traversed by
data flowing on the Internet. At any given moment, several sites are
concurrently active, and the tones that are heard in Ping make
audible the time lag that occurs while moving information from one
site to another between networked computers." In effect, Ping makes
music out of the data flow of the Net -- the constant motion of
digitized fragments in real time is given an aesthetic form.
The composer and theorist Randall Packer has explored this line of
telematic composition in a number of pioneering collaborative
installations. For Mori, an "Internet based earthwork" first mounted
in 1999 by Packer with Ken Goldberg, Wojciech Matusik, and Gregory
Kuhn, the trembling movements of California's Hayward Fault are
picked up by a seismograph, converted into digital signals, and sent
over the Internet to the installation. This data stream triggers a
series of low frequency sounds that vibrate through the installation,
viscerally connecting the visitor to the moment-by-moment
fluctuations of the earth's actual movement.
In what he has referred to as "artistic research projects," Packer
has further explored the possibilities of interactive, telematic
musical works. One such installation, Telemusic, was staged by Packer
and his collaborators Steve Bradley and John P. Young at the Sonic
Circuits VIII International Festival of Electronic Music and Arts in
St. Paul, Minnesota, in November, 2000. Telemusic brought together
live performers, audio processing of their performances, and real
time participation from the public through a Web site,
www.telemusic.org. As the performers read from a script, their
delivery was effected by audio processing triggered by the mouse
clicks of visitors to the Web site. The final mix in the room was
then streamed to the Web site, so a visitor could hear the final
musical composition that she had contributed to by clicking a mouse.
In order to create this direct form of interactivity, Packer's team
had to develop an interface between impulses captured over the
Internet and a server hosting MAX software. This circular experience,
in which listener is also a participant in the making of a musical
work, is indicative of the direction where the Internet is suggesting
that music should go -- as the distinction between "artist" and
"audience" begins to slip away, and we find ourselves dipping into
the data flow, listening to the music that it makes, and that we make
with it.
============================================================================
"None are more hopelessly enslaved than those who falsely believe
they are free...."
Johann Wolfgang von Goethe
Port:status>OPEN
wildstyle access: www.djspooky.com
Paul D. Miller a.k.a. Dj Spooky that Subliminal Kid
Office Mailing Address:
Subliminal Kid Inc.
101 W. 23rd St. #2463
New York, NY 10011
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