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Archivio per la categoria 'Sound'

[Re]Cuts, uploaded to YouTube

I uploaded [Re]Cuts on YouTube.  The Resolution is not great, but at least it is easier to share the video.  Original link to FLV version here: http://navasse.net/recuts

Video exhibited as part of Dead Fingers Talk at  IMT Gallery, London.

The Vocoder: From Speech-Scrambling To Robot Rock

Note: The following is an interview about a book that’s coming out on the history of the vocoder.  Quite interesting.  My only observation is that the interviewer casually links early Hip Hop with pop culture and this is missed by the interviewee. Historians know that early Hip Hop was also an avant-garde movement, though with different preocupations of previous groups who may have deliberately linked themselves with the nineteenth century concept. Still worth the listen/reading.

Orignally aired/published: May 13, 2010

If you’ve listened to pop music in the past 40 years, you’ve probably heard more than a few songs with a robotic sound. That’s thanks to the vocoder, a device invented by Bell Labs, the research division of AT&T. Though the vocoder has found its way into music, the machine was never intended for that function. Rather, it was developed to decrease the cost of long-distance calls and has taken on numerous other uses since.

Music journalist Dave Tompkins has written a book about the vocoder and its unlikely history. It’s called How to Wreck a Nice Beach: The Vocoder From World War II to Hip-Hop.

Tompkins says the machine played a significant role in World War II. After the U.S. government discovered that Winston Churchill’s conversations with Franklin D. Roosevelt were being intercepted and deciphered by the Germans, it decided to invest in speech-encoding technology. So the National Defense Research Committee commissioned Bell Labs in 1942 to develop a machine — and Bell Labs delivered.

The vocoder wasn’t without its flaws. Intelligibility of speech sometimes proved a problem, but Tompkins says pitch control was a bigger concern.

“They didn’t mind world leaders sounding like robots, just as long as they didn’t sound like chipmunks,” he says. “Eisenhower did not want to sound like a chipmunk.”

Read or listen to the complete interview at NPR

Shrine to the Funky Drummer

Shrine to the Funky Drummer from Joshua Pablo Rosenstock on Vimeo.

Recently received a link from Joshua Pablo Rosenstock about his video, Shrine to the Funky Drummer.  The video presents Rosenstock as a subject who is greatly influenced by James Brown’s “Funky Drummer.”  We quickly learn that his interest is a jumping point to understand how the song’s basic drum beat has become part of Hip Hop consciousness.

While the video, in my opinion could be edited (the intro is too long, and some footage does not match the sound), it does provide some historical context as to the art of sampling and its place in Hip Hop Culture.  It starts with Rosenstock listening to a scratched 45, and then playing the beat on a drum set.  The next set of scenes are about DJ’s manipulating The Funky Drummer’s break beat, complemented with random interviews with record diggers and turntablists. The video then goes back to Rosenstock who no longer plays a drum set, but a set of samples from a drum machine.

Shrine to the Funky Drummer reminds me a bit about Nate Harrison’s  Amen Brother Break.  Though very different in approach, both videos can be complementary references for understanding the history of Remix.  I understand that Shrine to the Funky Drummer’s current version is a rough cut, so I look forward to the final production.

REBLOG: Elektra Digest, by Rhiannon Vogl

Image source: Elektra Festival

Text source: Vague Terrain

Last week, I headed to Montréal for the 11th incarnation of the Elektra International Digital Arts Festival in Montréal. The five day event attracted artists and industry professionals from as far away as Dakar, Seoul, Istanbul and Shanghai, as well as various countries across Europe and North America, to the cosmopolitan Québeqois city, which is quickly, as many of us already knew, establishing a name for itself as THE creative hotbed for electronic arts. There was much to take in each day, and while it can’t all be discussed here, this post represents a compendium of the most interesting, evocative and stimulating experiences from my time there.

The Conferences

For those presenting at the International Marketplace for Digital Arts, the future, in the (wink) words of Chip Douglas, is very much now. The “professional rendez-vous” as it was dubbed by Elektra’s organizers, was a two-day blitz of presentations, debates and dialogues, given by over 30 international artists, producers, agents, broadcasters, curators, institutional directors and event organizers. While the format of the conference itself could be described as both a massive speed dating session and networking boot camp, leaving not quite enough space for attendees to fully digest all that was being offered, the conceptual framework of the event – arranged as a space to foster collaborations and to develop new, cross-border distribution networks, was clearly taken advantage of by all observers and presenters alike.

Read the entire entry at Vague Terrain

Parts One and Two of Re*- Lecture: “Remix[ing]. The Three Chronological Stages of Sampling” by Eduardo Navas

The following is a presentation separated into two parts; it was produced for the conference Re*-Recycling_Sampling_Jamming, which took place in Berlin during February 2009.

Part One: Remix[ing]. The Three Chronological Stages of Sampling

Part One (above) introduces the three chronological stages of Remix, while part two (below) defines how the three chronological stages are linked to the concept of Authorship, as defined by Roland Barthes and Michel Foucault.  Also see my previous entry “The Author Function in Remix” which is a written excerpt of the theory proposed in part two.

Part Two: Remix[ing]. The Three Chronological Stages of Sampling

Below is the abstract that summarizes the content of the two videos.  Total running time is around fifteen minutes.

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Text originally published on Re*- on February 2009:

SAMSTAG_28.02.2009_SEKTION IV_15-20 UHR

12_15:00 Remix[ing]. The Three Chronological Stages of Sampling
Eduardo Navas, Künstler und Medienwissenschaftler, University of California in San Diego (USA)

Sampling is the key element that makes the act of remixing possible. In order for Remix to take effect, an originating source must be sampled in part or as a whole. Sampling is often associated with music; however, this text will show that sampling has roots in mechanical reproduction, initially explored in visual culture with photography. A theory of sampling will be presented which consists of three stages: The first took place in the nineteenth century with the development of photography and film, along with sound recording. In this first stage, the world sampled itself. The second stage took place at the beginning of the twentieth century, once mechanical recording became conventionalized, and early forms of cutting and pasting were explored. This is the time of collage and photo-montage. And the third stage is found in new media in which the two previous stages are combined at a meta-level, giving users the option to cut or copy (the current most popular form of sampling) based on aesthetics, rather than limitations of media. This is not to say that new media does not have limitations, but exactly what these limitations may be is what will be entertained at greater length.The analysis of the three stages of sampling that inform Remix as discourse is framed by critical theory. A particular focus is placed on how the role of the author in contemporary media practice is being redefined in content production due to the tendency to share and collaborate. The theories on authorship by Roland Barthes and Michel Foucault are entertained in direct relation to the complexities that sampling has brought forth since it became ubiquitous in popular activities of global media, such as social networking and blogging.

REBLOG (Press Release): Dead Fingers Talk: The Tape Experiments of William S. Burroughs

Image and text source: IMT Gallery

Note: Press release about an upcoming exhibition in which I participate taking place in London at IMT Gallery during May through June of 2010.

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Dead Fingers Talk is an ambitious forthcoming exhibition presenting two unreleased tape experiments by William Burroughs from the mid 1960s alongside responses by 23 artists, musicians, writers, composers and curators.

Few writers have exerted as great an influence over such a diverse range of art forms as William Burroughs. Burroughs, author of Naked Lunch, The Soft Machine and Junky, continues to be regularly referenced in music, visual art, sound art, film, web-based practice and literature. One typically overlooked, yet critically important, manifestation of his radical ideas about manipulation, technology and society is found in his extensive experiments with tape recorders in the 1960s and ’70s. Dead Fingers Talk: The Tape Experiments of William S. Burroughs is the first exhibition to truly demonstrate the diversity of resonance in the arts of Burroughs’ theories of sound.

listen to your present time tapes and you will begin to see who you are and what you are doing here mix yesterday in with today and hear tomorrow your future rising out of old recordings

everybody splice himself in with everybody else

The exhibition includes work by Joe Ambrose, Steve Aylett, Alex Baker & Kit Poulson, Lawrence English, The Human Separation, Riccardo Iacono, Anthony Joseph, Cathy Lane, Eduardo Navas, Negativland, o.blaat, Aki Onda, Jörg Piringer, Plastique Fantastique, Simon Ruben White, Giorgio Sadotti, Scanner, Terre Thaemlitz, Thomson & Craighead, Laureana Toledo and Ultra-red, with performances by Ascsoms and Solina Hi-Fi.

Inspired by the expelled Surrealist painter Brion Gysin, and yet never meant as art but as a pseudo-scientific investigation of sounds and our relationship to technology and material, the experiments provide early examples of interactions which are essential listening for artists working in the digital age.

In the case of the work in the exhibition the contributors were asked to provide a “recording” in response to Burroughs’ tape experiments. The works, which vary significantly in media and focus, demonstrate the diversity of attitudes to such a groundbreaking period of investigation.

Dead Fingers Talk: The Tape Experiments of William S. Burroughs is curated by Mark Jackson. The project is supported by the London College of Communication, CRiSAP and ADi Audiovisual and has been made possible by the kind assistance of the William Burroughs Trust, Riflemaker and the British Library.

PRESS RELEASE: Richie Hawtin and Derivative Launch Plastikman Live Visual Contest

Image source: http://www.derivative.ca/Plastikman/

Note: I don’t normally post competition opportunities, but the following call is worth noting because it exposes a shift in remix culture:  the DJ and VJ hybrid.  Besides, I admit to being a Plastikman fan.

Derivative is pleased to announce the next-gen of their collaboration with techno-futurist Richie Hawtin who is unleashing PLASTIKMAN LIVE 2010 a much-anticipated series of live shows produced in collaboration with Minus & Derivative to launch at this year’s Timewarp festival on March 27th, 2010.

The influential Plastikman performance at MUTEK 2004 was visually driven by Derivative’s powerful software tool TouchDesigner enabling Richie to orchestrate sound and visual compositions generatively and in real time; the technology altering the course of how electronic music could be performed and experienced live.

Image source: http://www.derivativeinc.com/Events/15-Plastikman/

That was then. With the current generation of TouchDesigner 077 completely reengineered, the team has built an information-rich bridge between Richie’s Ableton Live rig and Derivative’s TouchDesigner. Derivative will release the TouchDesigner-Live Bridge to its users this year. Hawtin’s visual artist Ali Demirel has been working closely with Derivative’s Jarrett Smith and Markus Heckmann in LA and Toronto to create the content and a custom performing interface for the shows.

Another Hawtin/Minus/Derivative collaboration invites the community to create their own visuals to original Plastikman tracks using TouchDesigner. Hawtin and Derivative have packaged and made available for download a complete toolset that includes a purpose-built TouchDesigner synth and 4 Plastikman tracks enabling participants with full support to produce visuals in the same real-time generative environment as the show’s. Winning entries are to be incorporated into the live events.

Dedicated to advancing the way we make art and visualize information and ideas, Derivative has produced live visuals and interactive art projects for an exemplary roster of international superstars that include Prada, Herzog & de Meuron and Rush. They have also developed major theme park attractions globally. In a unique alliance with raster-noton now entering its second year Derivative designed and built an expandable framework for multi-screen live performances under the guidance of label founders carsten nicolai (alva noto) and olaf bender (byetone). The collaboration resulted in a series of shows last year at Club Transmediale, Sonar, MUTEK, OFFF, and Ars Electronica that were received as precedent-setting.

TouchDesigner is the most complete authoring tool for building interactive 3D art, visualizations, prototypes and user interfaces. Its open, broad and highly-visual procedural architecture boosts and expands discovery, creativity and productivity.

TouchDesigner FTE (Free Thinking Environment) and its counterpart TouchDesigner Pro puts a free development environment with an extremely rich feature set into the hands of artists, animators, educators and “everyone else”. “TouchDesigner is our vision of what is possible in tomorrow’s software tools for building interactive applications and exploring data, imagery and sound”, Derivative founder and CEO Greg Hermanovic states. “It exploits what is possible in today’s computing technology and is positioned to grow with the foreseeable advancements in computer, graphics and mobile technologies.”

Beatrix*Jar, Hacking Away at MCASD, by Eduardo Navas

Sound set up by Beatrix*Jar, combines hacked battery operated toys with prerecorded samples played on a vintage Denon CD-DJ machine.

On January 23, I attended a circuit bending workshop at Museum of Contemporary Art San Diego (MCASD) taught by the experimental music duo, Beatrix*jar.  The hacking session was organized specifically for teenagers, who were more than ready to open up battery operated instrumental toys to release the ghost in the machine.

Another shot of Beatrix*Jar’s set up.

I was interested in attending the event in order to get a sense of how teenagers in a time of  inter-connectivity relate to low-tech hacking.  I left the museum with a positive reaction as I confirmed that tinkering is not a trend but a constant creative staple for generations of the past, present, and future.

Video of Beatrix*Jar’s six minute improvisational performance

The session began with a six minute performance by the sound art collective,  which clearly got the young hackers excited about the possibilities of circuit bending.  Beatrix*Jar, who have a background in art, are quick to claim that when they got started they had no music training.  This was their way of saying “anyone can do it!”  They complemented their demos with historical information, and encouraged participants to read Reed Ghazala’s Extreme Tech Circuit Bending.

A hacked Casio keyboard.  The on/off switches on the sides add customized sounds found by benders who participate in the ongoing workshop sessions held at different venues by Beatrix*Jar.

After explaining the beginnings of circuit bending, they quickly moved to demonstrating how to open up the toys, and find unexpected sounds.

Opening the gadgets to release the ghost in the machine.  Circuit bending frenzy at its best.

Gabrielle Wyrick, Education Curator, who kindly hosted me for the afternoon, explained that the workshops for teenagers are part of a program set up to encourage kids of all ages to realize that the museum is a place to visit and learn, interact, have fun, and most of all be creative.  Workshops like these, Wyrick explained are at times held for adults as well.  It appears that the concept of interactivity is finding its way everywhere, even to institutions such as museums that in the past posed as monolithic entities.  A good thing this is, as Wyrick explains that the MCASD wants to embrace audience involvement. The museum is redefining itself as a place which searches for ways to reveal the creative process in visitors, who can experiment with similar strategies that inform the creative drive of artists who actually have exhibits in the museum.

Beatrix*Jar explain how to hack battery operated instrumental toys.

For me it was a treat to see a hacking duo having a lot of fun with second-hand gadgets that can be found at any garage sale.  Creativity is the best value money can’t buy.

Sampling Theory 101

Figure 1: A function f and its Fourier transform F(f). Both the function and its Fourier transform are complex-valued, but in graphs like this only the magnitudes of the functions are shown.

Image source; http://idav.ucdavis.edu/~okreylos/PhDStudies/
Winter2000/SamplingTheory.html

Note: An online page I discovered, which was last updated, apparently in Winter of 2000.  It provides a good introduction to the theoretical aspects of sampling.

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This document is a short overview of some aspects of sampling theory which are essential for understanding the problems of Volume Rendering, which can be viewed as nothing but resampling a data set obtained from sampling some unknown function.

Prerequisite for this document is a basic understanding of Fourier Analysis on an intuitive level. You have to know that a function f(x) in the spatial (or time) domain has a counterpart F(f) in the frequency domain. Any function satisfying some simple properties can be written as a weighed sum of harmonic functions (shifted and scaled sine curves), and (F(f))(s), called the Fourier transform or spectrum of f, gives the weight of the harmonic function of frequency s in f.

Read the entire text

REPOST: The ‘Mash Up’ Culture, Teens Use Technology To Mix, Match And Create Their Spheres, by Scott Conroy

Image source: CBS 60 Minutes

Revising my evaluation of mashups led me to this journalistic piece from June 13, 2006 by Scott Conroy from 60 minutes.  It is mentioned here mainly for historical purposes, as some things discussed have obviously changed since the feature was produced.

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Teens don’t have to work very hard to be entertained anymore. Rather than trekking to the record store, they can buy their favorite music with a few clicks — and maybe try out something new while they’re at it. Reality TV, the preferred genre of many, is always on the air. They don’t even have to get up from their chairs to share photographs and gossip with friends.

American society has been assigning all-encompassing labels to generations of young people for a long time. The tendency to pigeonhole a diverse group of individuals is, in some respects, dishonest — not every Flower Child spent the ’60s tiptoeing through tulips, and many members of Generation X surely thought flannel best confined to the realm of the lumberjack.

Read the entire feature at 60 minutes.