Amergent music

28 June, 2008

PhIRE by Bjorn Ottesen


My student Bjorn Ottesen finished completed his MS degree this past week. He has been working on a very compelling physical interaction system called PhIRE ('Physically Immersive Reactive Environment'). Bjorn posted a short video clip of me playing a music application he wrote. It's a lot like Electroplankton, but different due to the physicality—I felt like I could "push" the notes around (with apologies to Morton Feldman).

30 April, 2008

ActionScript 3.0 Development

Anyone who has seen my site (www.x-tet.com) will recognize that Flash has been an essential development tool for quite some time. While Max/MSP, Absynth, Logic and others are also part of the mix, Flash is a great tool for making and prototyping systems of music and interaction.

Since its release I have been impressed with the potential of ActionScript 3.0 but would like to see Adobe take steps to build more audio functionality into future releases of the Flash Player. Recently I learned that I am not alone.

I encourage you to check out the petition at Adobe, MAKE SOME NOISE and sign on if you agree that this is a worthy cause.

Adobe, MAKE SOME NOISE

01 February, 2008

New book!

From Pac-Man to Pop Music cover
"From Pac-Man to Pop Music: Interactive Audio in Games and New Media" is edited by Karen Collins and will be published by Ashgate. I contributed a chapter entitled "The Composition-Instrument: emergence, improvisation, and interaction in games and new media."

28 January, 2008

Composition-Instrument Study I: Dérive

www.x-tet.com/derive
A musical exploration of space, with reference to Henri Bergson, Guy Debord, Kevin Lynch, and Henri Lefebvre. This study requires the arrow keys of a standard computer keyboard and the Flash player.

Summary (added 2/28/08):
This research has taken me to some unexpected and very interesting places. "Psychogeography" in the writings of Guy Debord (1955) and the idea of "city imageability" by Kevin Lynch (1960) have helped me come to the latent realization of a conceptual spatiality in the way I organize sounds in a musical work. My approach is to first conceptualize the core ideas of a project as different sounds. I then arrange these within a conceptual territory (similar to Henri Lefebvre's socially produced space (1991)) that is then given over to exploration. Debord's psychogeography, Lynch's imageability, and Lefebvre's social space are all constructions of consciousness. They may make reference to actual physical space, but they are immaterial. These spaces are only real to us as a means of facilitating communication and understanding. I am interested in making music that can be experienced in this way. By conceiving of a subject spatially I find the freedom to explore that subject in all its nuance and complexity. When rooted in sound, spatial concepts can acknowledge potentiality. Movement through space then becomes a kind of instrumental performance where the openness and emergence of true interactivity is articulated through sound, as music.

12 November, 2007

New template, new title

Well, it's been a long time since I made an entry here... That's a reflection of my work and the directions in which I've been moving. Progress has been slow, steady, and as you can witness, private. But I'm back.

The new template (provided by Blogger) is by Dan Cedarholm, one of my favorite designers and authors on CSS and XHTML.

In the new title, Amergent is meant to suggest Emergent and the two are closely related. How? Well, we'll get to that. As I said progress is slow but it is happening. A statement on Amergent music is in the works at present.

21 February, 2007

Sound Garden

Sound Garden is the second work in a series of musical installations that explore the relationship of people, location, and audio relative to technology. In this context, people include those who use, visit, listen to, and tend the garden. Location means both physical and virtual spaces, and audio refers to manifestations of sound, silence, noise, and music. The technology explored in this project specifically includes interactive, telematic systems, digital signal processing (for audio), quadraphonic amplification, environmental sensors, and artificial life (A-Life) systems.

Project: www.x-tet.com/soundgarden
Web stream: http://hannibal.ucs.indiana.edu:8000/live.m3u

Links:
Research at Indiana University
Live at IU
Arts Week 2007

03 December, 2006

São Paulo research update response

The idea at the core of my research states that a linear work of music cannot respond to the changes or "shifts of state" within an interactive environment. Conceptual gaps exist where the incompatibility of linear music in a non-linear environment goes unrecognized. The linear musical form is fixed in the structure of its "A-to-B-ness," a beginning, middle, and an end. When there is uncertainty regarding the formation of an experience with regard to its temporal markers, there is an opportunity to write music that acknowledges and can respond to its transience.

In other genres, listeners sometimes describe musical transience as "chaos." The perception of musical chaos is however, completely subjective. When the listener is unable to make sense of an organization of sounds it can be perceived as chaotic and is labeled as "bad" or "hard to deal with." In my work, chaos is transformed into coherence through a player' or participant's direct involvement with the source of the chaos. My position is that when one is directly engaged in the "chaos," or is in some way the source of the "chaos," there is no chaos.

Because participants are connected with the production of music via their interactions, they are keenly aware of the changes in their sonic environment. They help to shape a "becoming of music" while engaged in interaction. Recognition of change ("becoming") would be apparent from any point-of-view, but the interpretation of that change would be different from multiple points-of-view. This demonstrates a separation from the cause-and-effect model in the conventional understanding of interactivity. In the composition-instrument framework I propose, a generative system dismantles all traces of cause-and-effect because the "effect" will always manifest uniquely through different sounds and different sound contexts.

In conventional games and similar environments of interaction, an "effect" is akin to film scoring, where there is an intended connection between what is seen and what is heard. In my model, meaning (what is gleaned through a cause-effect relationship) is emergent, and is contingent on the output of the generative system relative both to interactions and the environment for interaction. But is an interaction a cause or an effect? It is a difficult question to answer because regardless of whether someone is in the process of initiating or responding, the system will feel the perturbation and its elements will be symmetrically triggered.

In the whole of my interaction model, the composition-instrument concept offers an emergent frame for understanding that ultimately leads to interpretation. This is not the "translation" kind of interpretation, but the type of interpretation that allows for the formation of insight. In my case, this means learning more about the nature of an environment through the potential of relationships within that environment—sounds relating to each other as music, and sounds relating to the environment where the interaction takes place.

Our session in São Paulo has helped affirm confidence in the overall direction and focus of my research. It has also raised questions where there are ambiguities in the details of my artistic work. This will be my focus in the months to come. In April I will present a more complete picture of the work to form the practice-based component of my thesis.