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Freeze Frame: Audio, Aesthetics, Sampling, and
Contemporary Multimedia
Ken Jordan and Paul D.
Miller a.k.a. DJ Spooky that Subliminal Kid
pdf (24 Kb)
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 Stanford, 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 @ 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 @ 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 - "@" - 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.
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