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<channel>
	<title>Networked Music Review</title>
	<link>http://transition.turbulence.org/networked_music_review</link>
	<description>Just another WordPress weblog</description>
	<pubDate>Thu, 03 Jul 2008 16:32:43 +0000</pubDate>
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		<title>Live Stage: Voice &#038; Void [Innsbruck]</title>
		<link>http://transition.turbulence.org/networked_music_review/2008/04/16/live-stage-voice-void-innsbruck/</link>
		<comments>http://transition.turbulence.org/networked_music_review/2008/04/16/live-stage-voice-void-innsbruck/#comments</comments>
		<pubDate>Wed, 16 Apr 2008 19:20:52 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[sound]]></category>

		<category><![CDATA[event]]></category>

		<category><![CDATA[livestage]]></category>

		<category><![CDATA[performance]]></category>

		<category><![CDATA[voice]]></category>

		<category><![CDATA[exhibition]]></category>

		<category><![CDATA[image]]></category>

		<category><![CDATA[presence]]></category>

		<category><![CDATA[im/material]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/networked_music_review/2008/04/16/live-stage-voice-void-innsbruck/</guid>
		<description><![CDATA[Voice &#038; Void -Rachel Berwick, Joseph Beuys / Ute Klophaus, Janet Cardiff and George Bures Miller, John Cage, VALIE EXPORT, Anna Gaskell, Asta Grőting, Christian Marclay, Melik Ohanian, Hans Schabus, Nedko Solakov, Julianne Swartz, Cerith Wyn Evans :: April 19 - June 8, 2008 :: Opening: April 18, 2008; 7:00 pm :: Galerie im Taxispalais, [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2008/04/voicevoid.jpg' alt='voicevoid.jpg' /><strong>Voice &#038; Void</strong> <em>-Rachel Berwick, Joseph Beuys / Ute Klophaus, Janet Cardiff and George Bures Miller, John Cage, VALIE EXPORT, Anna Gaskell, Asta Grőting, Christian Marclay, Melik Ohanian, Hans Schabus, Nedko Solakov, Julianne Swartz, Cerith Wyn Evans</em> :: April 19 - June 8, 2008 :: Opening: April 18, 2008; 7:00 pm :: <a href="http://www.galerieimtaxispalais.at">Galerie im Taxispalais</a>, Maria-Theresien-Str. 45, A-6020 Innsbruck, Austria.</p>
<p>The group show <strong>Voice &#038; Void</strong> is dedicated to the representation of the human voice – and its absence – in the visual arts. The voice and its fading away, speech and the loss of speech, both the presence and the immateriality of the voice, the relation between the voice and corporeality as well as sound and image are only a few of the many aspects addressed in this exhibition.</p>
<p>The exhibition studies the effects of a sensual perception being replaced by another one and the conditions under which the voice allows itself to be imparted by other means – be it written notation, technical recordings or visual representation. While the voice has very specific qualities in its immediate expression, &#8220;translated into another medium, the voice becomes apparent as a medium.&#8221; (Thomas Trummer) The works allude to the relation of image and sound so that they reciprocally define the specific characteristics of imagery and sound, either underscoring or even subverting each other.</p>
<p>The exhibition comprises thirteen very different approaches to &#8220;voice and void&#8221;. Historical points of reference include Joseph Beuys&#8221; legendary performance &#8220;How to Explain Pictures to a Dead Hare&#8221;(1965) which is featured in Ute Klophaus&#8221; photographs; John Cage&#8221;s text sheets titled &#8220;Lecture on Nothing (Silence)&#8221; (1959) where acoustics of a silence imbued with &#8220;presence&#8221; is implemented both verbally and visually by means of text notations; and VALIE EXPORT&#8221;s &#8220;Tonfilm&#8221; (Sound film) from 1969, showing the draft for a performance in which the voice is manipulated by means of technological interventions in the glottis and the ear.</p>
<p>These early works are followed by a row of contemporary studies on the phenomenon of the voice – also touching upon its absence. One work, by American artist Rachel Berwick, is an installation with two live parrots. In his journey through South America in 1799 explorer Alexander von Humboldt discovered a parrot that was the only surviving living creature which could speak the language of the indigenous tribe of the Mayporé. Humboldt documented 40 words of this lost language that is now being reanimated in Berwick&#8217;s work.</p>
<p>In his site-specific installation Hans Schabus refers to the particular acoustic and visual situation of hidden spaces. He makes these spaces accessible to the visitor by transferring them into the exhibition space.</p>
<p>Asta Grőting&#8221;s work revolves around the process of ventroloquism where the performer is no longer just the speaker but also the recipient and interlocutor of his own &#8220;second voice&#8221;.</p>
<p>The exhibition is rounded off by a number of other works by artists such as <em>Janet Cardiff/ Georges Bures Miller, Anna Gaskell, Christian Marclay, Melik Ohanian, Nedko Solakov</em> and <em>Julianne Swartz</em>. They all approach the voice as the vehicle of language, communication and bodily expression.</p>
<p>The curator of the exhibition is Thomas Trummer who developed the project as part of an international fellowship awarded by The Aldrich Contemporary Art Museum in Ridgefield, CT (USA) where the exhibition was shown first.</p>
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		<title>Live Stage: Performativity, Ideologies of Liveness&#8230; [Providence]</title>
		<link>http://transition.turbulence.org/networked_music_review/2008/03/26/live-stage-mediated-musical-communities-providence/</link>
		<comments>http://transition.turbulence.org/networked_music_review/2008/03/26/live-stage-mediated-musical-communities-providence/#comments</comments>
		<pubDate>Wed, 26 Mar 2008 16:27:26 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[live]]></category>

		<category><![CDATA[livestage]]></category>

		<category><![CDATA[performance]]></category>

		<category><![CDATA[lecture]]></category>

		<category><![CDATA[physical]]></category>

		<category><![CDATA[presence]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/networked_music_review/2008/03/26/live-stage-mediated-musical-communities-providence/</guid>
		<description><![CDATA[Colloquium: Mediated Musical Communities :: April 15, 2008; 4:00 pm :: Rm. 315 - Orwig Music Bldg. (corner of Hope Street and Young Orchard Avenue), Brown University.
Performativity, Ideologies of Liveness, and Listener-Consciousness in Electronic-Music Performance featuring Mark Butler: In DJ sets and laptop performances, an unprecedented level of technological mediation comes into conflict with the [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2008/03/9780253346629_med.jpg' alt='9780253346629_med.jpg' /><a href="http://www.brown.edu/Project/Music/colloquium.html">Colloquium: Mediated Musical Communities</a> :: April 15, 2008; 4:00 pm :: Rm. 315 - Orwig Music Bldg. (corner of Hope Street and Young Orchard Avenue), Brown University.</p>
<p><em>Performativity, Ideologies of Liveness, and Listener-Consciousness in Electronic-Music Performance</em> featuring <strong>Mark Butler</strong>: In DJ sets and laptop performances, an unprecedented level of technological mediation comes into conflict with the expected &#8220;liveness&#8221; of performance. As a result, musicians frequently express various techno-performative anxieties in explanations of their performance approaches. In particular, they are concerned that the audience experiences a performance, one that is imbued with a sense of live presence, rather than simply the playback of a recording or the clicking of a mouse. They work to convey this &#8220;presence&#8221; in a number of ways, which include dancing, other significant physical gestures, and the use of carefully selected electronic hardware. The audience responds in kind, thereby completing the liveness of the event. This talk will address these issues in both theoretical and analytical terms, drawing material for discussion from interviews and field recordings made in Berlin in 2005–2007.</p>
<p><strong>Mark Butler</strong> is a music theorist with interests in popular music, rhythm and meter, music and sexuality, musical meaning and aesthetics, and the history of music theory. Butler&#8217;s research integrates theoretical, historical, and anthropological approaches to music, with particular emphasis on the use of ethnographic methodology to address music-theoretical questions. His book Unlocking the Groove: Rhythm, Meter, and Musical Design in Electronic Dance Music (Indiana University Press, 2006) explores the rhythmic and metrical organization of electronic dance music from the measure to the complete DJ set, drawing upon field research with audiences and creators of electronic dance music as well as musical analysis. His current research includes a book focusing on relationships between technology, improvisation, and composition in electronic–music performance.</p>
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		<title>Stéphan Barron&#8217;s &#8220;Technoromanticism&#8221;</title>
		<link>http://transition.turbulence.org/networked_music_review/2008/03/10/stephan-barrons-technoromanticism/</link>
		<comments>http://transition.turbulence.org/networked_music_review/2008/03/10/stephan-barrons-technoromanticism/#comments</comments>
		<pubDate>Mon, 10 Mar 2008 14:45:25 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[distributed]]></category>

		<category><![CDATA[music]]></category>

		<category><![CDATA[nature]]></category>

		<category><![CDATA[performance]]></category>

		<category><![CDATA[body]]></category>

		<category><![CDATA[interactive]]></category>

		<category><![CDATA[art + science]]></category>

		<category><![CDATA[presence]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/networked_music_review/2008/03/10/stephan-barrons-technoromanticism/</guid>
		<description><![CDATA[Stéphan Barron developed the concept of Technoromanticism between 1991 and 1996 for his doctoral thesis at the University Paris VIII. He also developed the concept of Earth Art in his essay Poetry of Earth Art, reproduced here:
&#8220;Earth Art uses the planetary dimension of the earth as an artistic medium and was developed in this century [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/12/couv.jpg' alt='couv.jpg' /><em><a href="http://www.technoromanticism.com/">Stéphan Barron</a></em> developed the concept of <a href="<br />
http://www.technoromanticism.com/en/theorie/book_technoromantisme/book_technoromantisme.html">Technoromanticism</a> between 1991 and 1996 for his doctoral thesis at the University Paris VIII. He also developed the concept of <strong>Earth Art</strong> in his essay <a href="http://www.technoromanticism.com/en/theorie/earth_art.html">Poetry of Earth Art</a>, reproduced here:</p>
<p>&#8220;<strong>Earth Art</strong> uses the planetary dimension of the earth as an artistic medium and was developed in this century as a corollary to the telecommunications revolution and to the globalization of all spheres of human activity. <strong>Earth art</strong> uses planet Earth as the raw material for emotional and introspective expression.</p>
<p>The appeal of distance is in the very loss that defines it. The tools that we use, even the very sophisticated ones, are unable to adequately convey the sense of distance. Our senses must be at their most alert to be able to conceive of the other or of elsewhere. Being absent wakes our senses up by reorganising perception: consciousness participates with the mental reconstitution of an emotion-filled puzzle. As touch is useless, it becomes virtual; unfathomable, it is exacerbated. </p>
<p>Fingertips become useless: we must touch with the heart, the soul, the body. Perception reorganises itself. Sight and touch are no longer supreme. The ears and voice become the vectors of exchange, of interactivity. Loss, reconstituting a void: no longer is there a vision or distorted vision.</p>
<p>In <strong>Orient Express</strong>, the picture taken every hour on the hour prompts us to reconstitute the intervals. <strong>Orient Express</strong> makes holes in space and time. The conception of time has been exacerbated by a focus on points.</p>
<p>In <strong>Thaon/New York</strong>, sound is transmitted by satellite and image by slow-scan. The sounds mix, especially during the transatlantic interactive music piece. With the collage of sounds, spatial references are lost. The image is blurred and sequential and is therefore only partial in time and space. These lace-like holes in sound and image become a shadow theatre with shades of images and shades of sounds. Here, removal and loss is what creates art from reality. </p>
<p></p>
<p>Why is this pleasurable and why is ubiquity so moving?</p>
<p>It is the beauty of distant presence: I share my consciousness. My body is here, but my consciousness is shared between this place and elsewhere, between me and others. Here again there is a loss, an exchange. It is the beauty of communication with another place, with another person: I participate in that elsewhere, I participate in the &#8220;else&#8221;.</p>
<p>In this intent, this virtual gesture, there is love: spiritual love because it is disembodied. There is eroticism because senses are sharpened and fantasy exacerbated.</p>
<p>It is the sublime pleasure of distance. Uncertain distance: in-between, ambiguity, ambivalence, shared value.</p>
<p>Creating emptiness, a space of possibilities, the utopia necessary to every birth, to all creation.</p>
<p>Earth art is a form of art that takes Earth in its planetary dimension, as material for artistic reflection and emotion.</p>
<p>Earth art is sublime because it mixes fear and a sense of wonder.</p>
<p>To imagine on a planetary scale is to resize one&#8217;s consciousness. Human consciousness can now extend to a planetary scale. Consciousness extension.</p>
<p>We are at once infinitely big and infinitely small, lost and found. In <strong>Le bleu du Ciel</strong>, the viewer looking at the average of the two skies, the one above him and the one a thousand kilometres away—mentally reconstitutes the colour of the far away sky from grey to blue. The spectator reconstitutes the atmospheric cloud cover and his consciousness spreads over the globe. Ozone, each sound makes us shift from one antipode to the other. Oscillating movement with a 20,000-kilometre amplitude. Sounds from the automobile pollution in the city of Lille, and sounds from the riddled atmosphere. Interactions between man, air and sun. Network and noosphere. Planetary interdependence.</p>
<p>We change our point of view : at the same time it develops in space, consciousness is extended. Cosmic consciousness. The ego is finally abandoned. The self vanishes. Our point of view is now a point of fractal being, at once distant and involved, particular and infinite.</p>
<p>Perspective no longer limits our vision. We are in another place inside us, another place in the other, up there. The you and the me meet between Earth and sky.</p>
<p>Here is thus a lesson on distance and on wisdom: it is a lesson for the spirit.&#8221;</p>
<p>Stéphan Barron</p>
<p>(1) SERRES Michel, Atlas, Ed. Julliard, Paris, 1994, p.24</p>
<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2008/03/stephan_barron_image.jpg' alt='stephan_barron_image.jpg' /><small><em>[Image: Stéphan Barron, <strong>Le Jour et La Nuit</strong>, Two computers, one in Brazil, one in Australia, averaged the images of the skies of the two countries, 1995]</em></small> Electronic art is matched with environmental sensibilities in French artist Stéphan Barron&#8217;s &#8220;technoromantic&#8221; work. Using video, computers and community agit-prop Barron has found ways to bring abstract notions of space, gardening and urban land use to neighbors and gallery goers alike. The challenge of much technology based work is often the distancing that occurs when presented by a computer screen. In works such as <strong>Night and Day</strong> Barron brings the averaged sky tones from remote cameras in Brazil and Australia together into one computer image, creating a work that emphasises the electronic and environmental systems which unite far away lands. &#8220;Ozone&#8221; manages a similar feat by converting ozone levels in French car exhaust and Australian UV levels coming through the ozone layer into music. The abstraction and mystery provide a window into the surprising connections which connect us together. More at the <a href="http://greenmuseum.org/content/artist_index/artist_id-31.html">greenmuseum.org</a></p>
<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/12/pochette_cd.jpg' alt='pochette_cd.jpg' /><strong>CD Rom <a href="http://www.technoromanticism.com/en/cd/cd_gb.html">Earth Art - Art Planétaire</a></strong></p>
<p>The CD-ROM&#8217;s summary is composed of clouds. A sound from the project is generated when the cursor is placed on one of the clouds. Clicking on a cloud opens an interactive animation that sums up each earth art project. This non-narrative, non-textual presentation emphasizes the auditory aspect of <em>Stephan Barron&#8217;s</em> work. </p>
<p>The CD-ROM includes theoretical texts by Roy Ascott, Théo Barbu, Paul Brown, Laurent Benoit, Augustin Berque, Anna Capella, Mario Costa, Jean-Paul Fargier, Jürgen Engel, Fred Forest, Edmond Couchot, Jacques Donguy, Derrick de Kerckhove, Antonin Kosik, Markus Müller, Louise Poissant, Pierre Restany, François Terrassoné &#8230; as well as 300 pages from <em>Stéphan Barron&#8217;s</em> doctoral dissertation on his work.</p>
<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/12/fonds17.jpg' alt='fonds17.jpg' /><strong>Toucher l&#8217;espace, poétique de l&#8217;Art Planétaire</strong> is published by L&#8217;Harmattan, November 2006 - The first part of the book describes artworks that use planet Earth in its geographic entirety as an art medium. It describes the emergence of this art form which developed over the last century and whose importance grew with that of telecommunication technologies. Globalisation and ecological issues are essential themes of this art form.</p>
<p>In the second part of the book, 25 artworks or projects are featured, recounting 23 years of the author’s own creative work. 42 colour photographs and 17 black and white pictures illustrate the text.</p>
<p><strong>Earth Art</strong> takes the Earth as its raw material for emotional and introspective expression, using telecommunication technologies to highlight distance and geographical space. This art form explores the emotions and poetry of distance, and reflects on globalisation, and its human and ecological consequences; <em>Stéphan Barron&#8217;s</em> adventure awakens and alerts us to a broader conscience of our planet.&#8221; - Edgar Morin</p>
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		<title>Synapse and Sonic Landscapes</title>
		<link>http://transition.turbulence.org/networked_music_review/2008/02/28/synapse-and-sonic-landscapes/</link>
		<comments>http://transition.turbulence.org/networked_music_review/2008/02/28/synapse-and-sonic-landscapes/#comments</comments>
		<pubDate>Thu, 28 Feb 2008 16:48:26 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[collaboration]]></category>

		<category><![CDATA[audio]]></category>

		<category><![CDATA[locative media]]></category>

		<category><![CDATA[immersion]]></category>

		<category><![CDATA[virtual]]></category>

		<category><![CDATA[responsive]]></category>

		<category><![CDATA[calls + opps]]></category>

		<category><![CDATA[mapping]]></category>

		<category><![CDATA[biotechnology]]></category>

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		<category><![CDATA[robotic]]></category>

		<category><![CDATA[Artificial Intelligence]]></category>

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		<guid isPermaLink="false">http://transition.turbulence.org/networked_music_review/2008/02/28/synapse-and-sonic-landscapes/</guid>
		<description><![CDATA[Synapse: Collaboration between the arts and sciences has the potential to create new knowledge, ideas and processes beneficial to both fields. Artists and scientists approach creativity, exploration and research in different ways and from different perspectives; when working together they open up new ways of seeing, experiencing and interpreting the world around us. For the [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2008/02/synapse.jpg' alt='synapse.jpg' /><strong><a href="http://www.synapse.net.au/">Synapse</a></strong>: Collaboration between the arts and sciences has the potential to create new knowledge, ideas and processes beneficial to both fields. Artists and scientists approach creativity, exploration and research in different ways and from different perspectives; when working together they open up new ways of seeing, experiencing and interpreting the world around us. For the past decade, the <a href="http://anat.org.au">Australian Network for Art &#038; Technology</a> (ANAT) has provided opportunities for artists and scientists to work together. Through <strong>Synapse</strong>, and in partnership with the Australia Council for the Arts, ANAT offers residencies, the <em>Synapse Database</em> and now ANAT is pleased to announce its latest initiative: a moderated elist discussion on contemporary art and science collaborations in fields including bioart, artificial intelligence, robotics, climate change and space, amongst others. You can subscribe <a href="http://lists.synapse.net.au/mailman/listinfo/elist">here</a>.</p>
<p>Browsing the <a href="http://www.synapse.net.au/projects/">Synapse Database</a> &#8212; which is searchable by &#8220;Individuals&#8221;, &#8220;Interests&#8221;, &#8220;Projects / Events / Publications,&#8221; &#8220;Organizations&#8221; and &#8220;Gallery&#8221; &#8212; I came across <em><a href="http://www.sonicobjects.com/">Nigel Helyer&#8217;s</a></em> <strong>Sonic Landscapes R + D project</strong>:</p>
<p>From June 1999 until September 2001, Helyer worked as an Artist in Residence at Lake Technology in Sydney, developing the <strong>Sonic Landscapes</strong> Virtual Audio Reality system &#8230; The salient feature of the <strong>Sonic Landscapes</strong> project is the juxtaposition of a fictive (but very convincing) 3D immersive sound-scape, accurately positioned by cartographic software, upon a physical terrain. The effect is somewhat akin to Murray Schafers concept of Schitzophonia, where, by the simple act of recording, sound is split from its original physical context and projected into another context. </p>
<p>However within a <strong>Sonic Landscapes</strong> experience we are not simply dealing with the disembodied voices of popular music reproduced and re-contextualised via a stereo-sytem! Here we are engaging with a seemingly live sonic organism that is responsive to our presence, our orientation and the traces of our wanderings, and which appears un-cannily embedded in the site itself.</p>
<p>The prototype <strong>Sonic Landscapes Unit</strong> is capable of operating with a 2cm positional accuracy when employing differential GPS (Global Satellite Positioning) and with a one degree accuracy for rotational head orientation, which, when combined with Lake&#8217;s headphones delivered virtual speaker array, provides a highly realistic immersive audio environment. Tracking technology for the <strong>Sonic Landscapes</strong> project has been provided throughout by the SNAP Lab of the University of New South Wales under the guidance of Professor Chris Rizos. Future collaborative projects are currently underway between the Artist and UNSW c.f. &#8220;Audio Nomad&#8221;.The choice of a prototype test site for the project was St Stephens graveyard in Newtown; one of Sydneys oldest burial grounds, which provided an ideal pedestrian environment, rich in historical material and interesting physical structures.</p>
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		<title>Interview: Adam Nash</title>
		<link>http://transition.turbulence.org/networked_music_review/2007/12/13/interview-adam-nash/</link>
		<comments>http://transition.turbulence.org/networked_music_review/2007/12/13/interview-adam-nash/#comments</comments>
		<pubDate>Thu, 13 Dec 2007 16:04:48 +0000</pubDate>
		<dc:creator>helen</dc:creator>
		
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		<description><![CDATA[Adam Nash is a new media artist, composer, programmer, performer and writer. He works primarily in networked real-time 3D spaces, exploring them as live audiovisual performance spaces. His sound/composition and performance background strongly informs his approach to creating works for virtual environments, embracing sound, time and the user as elements equal in importance to vision. [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/12/adam3.jpg' alt='adam3.jpg' /><em><strong><a href="http://yamanakanash.net/">Adam Nash</a></strong> is a new media artist, composer, programmer, performer and writer. He works primarily in networked real-time 3D spaces, exploring them as live audiovisual performance spaces. His sound/composition and performance background strongly informs his approach to creating works for virtual environments, embracing sound, time and the user as elements equal in importance to vision. Adam’s work has been presented in galleries, festivals and online in Australia, Europe, Asia and the Americas, including SIGGRAPH, ISEA, and the Venice Biennale. He also works as composer and sound artist with &#8220;Company in Space&#8221; (AU) and &#8220;Igloo&#8221; (UK), exploring the integration of motion capture into real-time 3D audiovisual spaces. He is currently undertaking a Master of Arts by Research at the &#8220;Centre for Animation and Interactive Media&#8221; at RMIT University, Melbourne, researching multi-user 3D cyberspace as a live performance medium; and he&#8217;s a Lecturer in &#8220;Computer Games and Digital Art&#8221; in the School of Creative Media at RMIT University.</p>
<p>You will need to download the free <a href="http://secondlife.com/">Second Life</a> client to access Adam&#8217;s work in Second Life. Or you can see video documentation of some of his works. URLs can be found at the end of this interview.</p>
<p>Adam will be answering reader’s questions in the comments section below until January 31, 2008.</em></p>
<p><strong>Helen Thorington:</strong> I understand that you do not think of yourself as a sound artist in Second Life. I wonder if you would explain why?</p>
<p><strong>Adam Nash:</strong> I think of a realtime 3D multi-user environment (3D MUVEs), like Second Life, as a <em>post-convergent</em> medium. This means that no single media-element (sound, vision, sociality, network, time, etc) takes precedent, rather they all exist equally in a symbiotic relationship, without which none of them could exist.</p>
<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/12/unsung_song_16_small1.jpg' alt='unsung_song_16_small1.jpg' /><small><em>[Image: Unsung Song #16: Blue Sound Ground]</em></small> </p>
<p><strong>Helen:</strong> Do you have any musical training? Do you play any musical instruments? Does this help or hinder your explorations?</p>
<p><strong>Adam</strong>: I don’t have any formal musical training, but I do play a few instruments badly, chiefly the drums and keyboards. I have many years’ experience playing in bands and making music for soundtracks and performances. I also have quite a lot of experience as a live performer in performance art, dance and movement. Like all experience, it both helps and hinders my explorations in 3D MUVEs. While I am able to build and expand upon musical performance techniques, I assume that the same experience severely hampers my ability to see potential in a new environment. I really love music, but I think new environments like this reveal music as an outdated concept. I still think music is useful – indeed I release a lot of my own music under a Creative Commons license via my net-label at <a href="http://www.concentrated-sound.net">www.concentrated-sound.net</a> – but anachronistic. I was first drawn to realtime 3D back in 1997, when I first encountered VRML, and it struck me as a very similar environment to the inside of my own head when I was creating music for performances. It is a spatial environment in which sounds can be <em>animated</em> in a way that is easy to visualize but impossible to achieve in the physical world. It is a logical next step to see the environment as the performance environment as well as the composition environment, and from there quickly grows the concepts that I explore in 3D MUVEs, basically audiovisual environments that users navigate within to create their own unique experience from the elements provided by me. It’s like the composer’s mind, the instruments and the venue all rolled into one.</p>
<p><strong>Helen:</strong> Tell us about composing sound for Second Life. You have called it a “technically very limited and frustrating environment.” What are the limitations and frustrations? Are there redeeming features?</p>
<p><strong>Adam:</strong> Composing sound for Second Life, or any 3D MUVE, is fun, because of this ability to provide the basic audiovisual elements and then leave the user to arrange (ie, navigate) the elements as they please. This is an extremely exciting and satisfying way of working, because it removes the need for arrangement – a skill, different from composition, that is absolutely crucial in linear music. There’s nothing wrong with arrangement (often in linear music it is the thing that turns something great), but often there are an unlimited number of potential ways of arranging a piece of music and the musician is forced to choose only one. </p>
<p><br />
From: <small><em>Infra_Assemblage</em></small></p>
<p>Also, with this idea of the melding of the composition environment and performance environment, the act of creating work is often enormously enjoyable because you get to fly around and through your ideas, trying out different ways of navigation that you may never have realized were possible when conceiving of the piece. It’s like a slightly more concrete iteration of the limitless imagination scape in which all these ideas are found.</p>
<p>The technical limitations of Second Life are significant and many. The main limitations, for me, are the lack of a proper modeling hierarchy, and a few things to do with sound, like the 10-second limit per file and lack of control over falloff. There is also an undocumented limit to the number of simultaneous sounds that can be played. On the other hand, there are a lot of positives about working within limitations, as the artist is forced to be creative and come up with novel solutions. It also means many formal decisions are made prior to starting work, which in some ways makes things easier. Like most things, it is both blessing and curse.</p>
<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/12/unsung_song_2_c.jpg' alt='unsung_song_2_c.jpg' /><small><em>[Image: Unsung Song 2: Crescent]</em></small> </p>
<p><strong>Helen:</strong> Avatars play an important role in your work by activating the sound. And yet you have “core problems” with them. “The avatar concept”, you say in July’s empyre discussion “is the one I find the most troubling, and it also grows from the 3d-space-as-physical-simulation misassumption. There is no need to concentrate presence into one cohesive point (an avatar).” I wonder if you would explain what you mean by this, and perhaps suggest alternatives.</p>
<p><strong>Adam:</strong> Well, if avatars play an important role in my work, it’s because they play a very important role in Second Life itself. The problems I refer to are both technical and conceptual. First, the analogy of a single point of presence, from which the rest of the world is perceived, and in which the rest of the world perceives you, arises directly from our physical world, where our sensory organs are coalesced in a single unit and cannot be separated. Recently, humans have been able to spread out perception and presence through technological mediation, for example cameras, telephones, radio and the internet, and I think we are certainly slowly moving away from the concept of a single point of perception and presence, but mostly it is still how we negotiate our physical existence. </p>
<p>But, it is a very underexamined concept in realtime 3D, and particularly in Second Life. This is true of the entire physical world analogy that controls the working concept of Second Life. Even though it may seem natural to use 3D space to recreate physical space, that is only one possibility, and certainly not the easiest, because it can never <em> recreate</em> physical space, only <em>represent</em> it. Once we move into the sphere of representation, different modes of perception are required (one never actually walks on a map). </p>
<p>Because the system to which our bodies are subject (ie, physical space) is now being represented, we need also to represent our bodies, not recreate them, otherwise things quickly get confusing and the representation becomes limited in usefulness. This happens as soon as we move our ‘camera’ away from our avatar – we are no longer seeing and hearing via our avatar’s eyes and ears, rather we are perceiving from whatever point in the 3D space that our ‘camera’ is at. Yet, within this synthetic space it is perfectly feasible that we could perceive from <em>both</em> the position of the camera <em>and</em> the position of our avatar. This is not difficult or unusual, in fact we are already doing it twice simply by having a default avatar in Second Life. The first, significantly, is the physical/virtual superposition, where my physical body is seeing and hearing my avatar see and hear – already I have two points of perception (literally and conceptually). Then there is the ‘over the shoulder’ point of view that SL avatars default to, behind and above the head of your own avatar, really a camera that is following your avatar. It is seeing and hearing your avatar see and hear. So now I am seeing and hearing my camera seeing and hearing my avatar seeing and hearing. I am simultaneously perceiving from three different points, literally and conceptually. I think this is one of the reasons so many people feel so disoriented when first encountering realtime 3D space.</p>
<p>Since it is possible, indeed common, to perceive from two or three points, then it’s a small step to expand the number of points of perception arbitrarily, both in space and in time (lag and multiple private chats are both examples of multiple points of perception in the temporal dimension that all SL users are comfortable with). </p>
<p>Practicing the agency of presence via multiple points perhaps seems a more subtle or difficult concept, but again SL users constantly deal with others via multiple points of presence. For example, most users quickly become comfortable with the idea that another user may not be seeing and hearing the scene from their avatar, or that they may be simultaneously dealing with the physical world and the synthetic world and the mediation device itself. Indeed, SL specifically acknowledges this via the device of having the avatar’s eyes and head follow the user’s mouse pointer when dealing with the user interface. This means that others’ avatars are, variously, a presence notifier (the person is logged in), a mouse, a representation, none of these things, all of these things and potentially many more things besides.</p>
<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/12/unsung_song_9_a.jpg' alt='unsung_song_9_a.jpg' /><small><em>[Image: Unsung Song #9:Corona]</em></small> </p>
<p><strong>Helen:</strong> I can fly alone through your installations and activate sounds. I can get friends to move through them with me and produce different sounds. I can play with the work and it changes. Isn’t it in fact important for your work to have the avatars’ presence concentrated in one space?</p>
<p><strong>Adam:</strong> In that sense, the avatar is serving the standard function of a mouse pointer for 3D space. Again, this is mainly because of the restrictive working analogy of Second Life itself, which enforces this role for the avatar, and it’s true that some of my works are a specific comment on, and working within, that restriction. But, it is not necessary for the user’s avatar to be concentrated in one space. Ideally, for many of the works, the user would be able to branch off avatars and move spatially through works in different ways simultaneously. Similarly for time. Or, to be able to interact with different works simultaneously in space and time. </p>
<p>Certainly, I consider all the pieces in, say, <em><a href="http://yamanakanash.net/secondlife/unsung_songs.html">Seventeen Unsung Songs</a></em> to be all parts and aspects of the same work, quite literally. Sonically, they are all constructed from the same rational scale that I devised, based on a fundamental tone of 77Hz then proceeding in intervals of ratios over 7. All of the pieces use this scale, and one of the pieces (<em>Blue Sound Ground</em>, which users pass through at the entrance) contains all of the sounds used in all the other pieces, both as a conceptual readying and also a technical device to load as many sounds into the user’s cache as possible. Visually, also, all the pieces are clearly very strongly related, sharing colours methods of distributing colour across hue, saturation and opacity spectra. It would be ideal if they could be experienced in multiple modes over space and time.</p>
<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/12/ramonia3.jpg' alt='ramonia3.jpg' /><small><em>[Image: Anahata,The Mute Swan]</em></small> </p>
<p><strong>Helen:</strong> Have you considered what kind of work you might produce if in fact presence were not concentrated in one point? If presence were distributed over time, location, data and media?</p>
<p><strong>Adam:</strong> I think it implies a more involved work, a work where the user experience becomes extremely important to the work. The extent of the user interaction over multiple points determines, to large extents, how the work develops and emerges. Works could take dynamic notions much further. For example, currently we can trigger a certain sound or animation based on sensed data about an avatar’s position and other metrics – this could be expanded to include many different aspects of the nature of the user’s engagement with the work. It suggests work that exists across environments, building on gameplay techniques to build a performative and experiential vocabulary cooperatively between artist and user. This is tremendously exciting and suggests a kind of work that could accompany users through time and space, growing and changing together. This kind of thing would start to approach the mechanics of true non-linear interactivity.</p>
<p><strong>Helen:</strong> It seems to me that your work adds new parameters to sound/musical composition. In most of the networked musical pieces I’ve heard or seen described, this has not been true. Music remains music, separate or separable from other things, like the space in which it is played and its audience. And while I find this very difficult to talk about, what you introduce has to do with audience immersion and presence in the space; and audience activation of the work as a result. Thinking of the participant, I think of words like “experiential” (experiencing through the movement of my avatar-body as it explores the space you have created), the bringing into existence of music/sound. Thinking from the point of view of the music/sound, it’s not like filling a space with pre-determined sound (as so many of us have done in RL), but rather creating a dimensional space with potential… And that the two constitute a unique approach to creating and experiencing music. </p>
<p>I’m reminded of <a href="http://transition.turbulence.org/networked_music_review/2007/09/10/son-o-house/">NOX Son-O-House</a>, a public pavilion that is both an architectural and a sound installation that allows people to not just hear sound in a musical structure, but also to participate in the composition of the sound. It is an instrument, score and studio at the same time. A sound work, made by composer Edwin van der Heide, it is continuously generating new sound patterns activated by sensors picking up actual movements of visitors.</p>
<p>Is this similar to the work you’re doing?</p>
<p><strong>Adam:</strong> Oh, well, I certainly hope so. I’m not familiar with that work, but it sounds very similar conceptually to the process I touched on earlier, where the compositional environment, the performative environment and the experiential environment converge, and the resulting symbiotic relationship reverberates back and forward throughout the previously distinct stages, merging them into a new, <em>post-convergent</em> environment of interactive, emergent, audiovisual experience.</p>
<p><strong>Helen:</strong> Given the desire for multiple avatars to simultaneously/collectively activate your installations, how do you reconcile the absence of avatars or the single avatar interacting with the piece with your intentions?</p>
<p><strong>Adam:</strong> I’m not sure I fully understand this question, but most of my pieces can be experienced at multiple levels in terms of number of avatars, length of time spent, familiarity with 3D space, etc. Again, this is related to my desire for an approach to the medium that is not tied to a physical world analogy of a single person with a single body. Even though SL is a multi-user space, it doesn’t preclude single users, and this is true of my work too, I hope. Some works are probably more satisfying aurally when used with other people (eg, <em>Rarer Air</em>), but other works are designed for individuals to interact with different elements of the SL experience, besides the social, in which case the number of avatars using it doesn’t really matter too much (eg,<em> The Space Between</em>). Yet others are unaffected by the number of avatars accessing them (eg, <em>Appolinarium</em>). I really try to explore many different aspects of the realtime 3D MUVE environment in all my different works, so its difficult to align all the work with an over-riding desire on my part.</p>
<p><br />
From: <small><em> Bell Garden </em></small> </p>
<p><strong>Helen:</strong> Have you created sound installations in other virtual worlds? If yes, can you talk about the similarities and differences, pros and cons?</p>
<p><strong>Adam:</strong> Again, I really don’t think of them specifically as sound installations, but yes I have worked in many different virtual worlds/environments over the past 10 years or so, including VRML/X3D, ActiveWorlds, Blaxxun/Contact, Unreal, Torque, Quest 3D, Multiverse and even GEM in Pure Data. Differences are mainly technical, with VRML/X3D being by far the freest and most able to accommodate large scale, unrestricted concepts. In practice, it’s always had some problems dealing with lots and lots of simultaneous sounds, but I think that Niall Moody has solved that with his Helian browser, though I haven’t had a chance to use it – I’d like to but SL has got the mindshare at the moment, so that’s where curators want you to work. It’s a shame VRML/X3D never gained wide acceptance in the media arts community. As for the other environments I mentioned, they’re all commercial products to greater or lesser extents, except for Pure Data, so they all have significant technical restrictions that arise as a function of the commercial aims. Multiverse looks interesting in terms of extensibility and freedom, but again I haven’t had a real chance to properly check it out. I’m trying to at the moment with my colleague John McCormick, but again we’ve been commissioned to do a mixed reality piece using Second Life, so that takes up most of our time. Pure Data (known as pd) is the opposite, it’s open source and specifically designed for audio. With the GEM library in pd you can use OpenGL to create responsive 3D environments, and John and I have been working with that a little, with promising results. Most of these environments have things that they do better than others and things they do worse. SL does a lot of things poorly and a few things well, with its popularity being its chief advantage at the moment.</p>
<p><br />
From: <small><em> A Rose Heard at Dusk</em></small></p>
<p><strong>Helen:</strong> You refer to your SL pieces as “audiovisual sculpture” and “site-specific installations.” Can you talk about the difference, and what makes <em><a href="http://yamanakanash.net/secondlife/unsung_songs.html">Seventeen Unsung Songs</a></em> site-specific, but not <em><a href="http://yamanakanash.net/secondlife/rose_heard_at_dusk.html">A Rose Heard at Dusk</a></em>?</p>
<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/07/rose_heard_at_dusk.jpg' alt='rose_heard_at_dusk.jpg' /><small><em>[Image: A Rose Heard at Dusk]</em></small></p>
<p><strong>Adam</strong>: I guess “audiovisual sculpture” refers to all my work in 3D environments, whereas something like <em><a href="http://yamanakanash.net/secondlife/unsung_songs.html">Seventeen Unsung Songs</a></em> is a collection of inter-related audiovisual sculptures that were commissioned by Sugar Seville specifically for an island that already existed, therefore it is “site-specific”. It wouldn’t be possible to recreate <em>Seventeen Unsung Songs</em> in its entirety without having an island that was very similar to East of Odyssey, but it would of course be possible to install individual pieces from within that show in different places.</p>
<p><strong>Helen</strong>: What do virtual worlds offer you as an artist that real world spaces don’t?</p>
<p><strong>Adam</strong>: To me, this comes back to my concept of the <em>post-convergent medium</em>. The physics of realworld spaces make it impossible to attempt such things as continuous realtime dynamic animation of arbitrary numbers of sound and vision sources based on continuous realtime sensing of presence and other metrics. However, the comparison still considers the primary role of virtual spaces to be a recreation of physical space, which is not what I think. The kind of art that I have ever attempted in real world spaces has always been primarily performative and very different from virtual work. I guess there was a point of crossover when I was still working with <em>The Men Who Knew Too Much</em> and looking to combine real world and virtual art, but since 2002 any work I’ve done that involves so-called mixed reality has chiefly been in the service of others like Igloo, but then I tend to do the music/sound and some performance. I don’t see virtual spaces as a separate reality, I very much see virtual space as wholly contained within the real world. </p>
<p><strong>Helen:</strong> We’re seeing more and more artists combining sound/music and moving images/video, referring to themselves as a/v artists and VJs. Why do you think this is?</p>
<p><strong>Adam:</strong> I guess it’s a natural progression from a past that had discrete partitions between all sorts of experience, as a result of both technical and conceptual limitations. As media starts to converge, and access to both the means of production and means of distribution becomes easier, it becomes more viable technically to enact the kind of concepts that naturally emerge. In particular, two generations of music video and clubbing combine with more meme-like concepts of emergence and networks to create a desire to operate across a range of media. Most people’s media vocabulary is of a sufficient level of sophistication that practitioners are driven to explore new modes of expression to engage meaningfully with an audience.</p>
<p><strong>Helen</strong>: Are there any other artists working in the same vein as you?</p>
<p><strong>Adam:</strong> Plenty of really interesting artists operating in Second Life, many of whom share aspects of exploration and practice with each other, myself included. Some who come to mind are Gazira Babelli, Annabeth Robinson/AngryBeth Shortbread, Christopher Dodds/Mashup Islander, Bingo Onomatapoeia and the Avatar Orchestra Metaverse, DC Spensley/Dancoyote Antonelli, Brad Kligerman, Juria Yoshikawa, Keystone Bouchard, Daruma Picnic, Christine Webster/Wildo Hofmann and Andrew Burrell/Nonnatus Korhonen. That’s just a short list, there are lots of people doing lots of interesting work all over Second Life.</p>
<p><strong>Helen:</strong> Who are some of the artists you most admire?</p>
<p><strong>Adam:</strong> John Power, John McCormick, Burno Martelli and Ruth Gibson (Igloo), Bruce Mowson, Melinda Rackham, George Clinton, Prince, Greg Egan, Yoko Ono, Morton Feldman, Brian Eno, Mark Rothko, Laszlo Moholy-Nagy. There are so many artists whose work I really appreciate, but those are the ones I genuinely admire.</p>
<p><strong>Helen:</strong> Do you have predictions for sound art trends, developing technologies, the 3-D web? Have you any thoughts on what the future impact of immersion/presence might be? Do you think it might make “play” and “fun” more important to our lives.</p>
<p><strong>Adam:</strong> I think we’re entering the post-convergent era, where distinctions between sound, vision and other media elements will cease to be meaningful. I definitely think play and fun will become more important as 3D environments grow in acceptance, alongside the growth of computer games as a medium. I certainly think that games, in the broadest sense, are the artistic medium of this century. Simulation and modeling will be of enormous importance to society and we will learn a lot from artists and practitioners of games and virtual worlds, and vice versa. The distinction between real world and virtual world will cease to be meaningful. We’ll see a convergence of networked experience via 3D, something like a 3D web but much deeper and more enjoyable than that phrase suggests. I definitely think we’ll see a move beyond the use of 3D space as just for representing physical spaces. The multiple points of perception and presence that we’ve already talked about will grow in acceptance and utility, along with an expectation that art will manipulate this.</p>
<p><strong>Helen</strong>: Thank you, Adam, for this great interview.</p>
<p>Visit the following URLs for more information on Adam&#8217;s work:</p>
<p><em>seventeen unsung songs</em>: <a href="http://yamanakanash.net/secondlife/unsung_songs.html">http://yamanakanash.net/secondlife/unsung_songs.html</a><br />
<em>a rose heard at dusk</em>: <a href="http://yamanakanash.net/secondlife/rose_heard_at_dusk.html">http://yamanakanash.net/secondlife/rose_heard_at_dusk.html</a><br />
<em>anemochord</em>: <a href="http://yamanakanash.net/secondlife/anemochord.html">http://yamanakanash.net/secondlife/anemochord.html</a><br />
<em>eudemonia stellata</em> <a href="http://yamanakanash.net/secondlife/eudemonia_stellata.html">http://yamanakanash.net/secondlife/eudemonia_stellata.html</a><br />
<em>infra assemblage</em>: <a href="http://http://yamanakanash.net/secondlife/infra_assemblage.html">http://yamanakanash.net/secondlife/infra_assemblage.html</a></p>
<p>For information on Adam&#8217;s other projects, go to:<a href="http://yamanakanash.net/projects.html"> http://yamanakanash.net/projects.html</a></p>
<p>Videos of some of his works are available for viewing at: <a href="http://www.waystowave.com/adam/secondlife/movies/">http://www.waystowave.com/adam/secondlife/movies/</a></p>
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		<title>&#8220;Akousmaflore&#8221; by scenocosme [Labège]</title>
		<link>http://transition.turbulence.org/networked_music_review/2007/12/12/akousmaflore-by-scenocosme-labege/</link>
		<comments>http://transition.turbulence.org/networked_music_review/2007/12/12/akousmaflore-by-scenocosme-labege/#comments</comments>
		<pubDate>Wed, 12 Dec 2007 22:34:16 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[music]]></category>

		<category><![CDATA[live]]></category>

		<category><![CDATA[participatory]]></category>

		<category><![CDATA[nature]]></category>

		<category><![CDATA[instrument]]></category>

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		<description><![CDATA[Akousmaflore: Sensitive and interactive musical plants by scenocosme (Grégory Lasserre &#038; Anaïs met den Ancxt) - Akousmaflore is a garden made with real musical and interactive plants or flowers. Each plant reacts to the human touch of a spectator by a specific sound language. Our aura is hot, electric and invisible. It can act here [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/12/anais_flore_web.jpg' alt='anais_flore_web.jpg' /><strong><a href="http://www.scenocosme.com/akousmaflore_en.htm">Akousmaflore</a></strong>: <em>Sensitive and interactive musical plants</em> by <em><a href="http://www.scenocosme.com">scenocosme</a></em> (Grégory Lasserre &#038; Anaïs met den Ancxt) - <strong>Akousmaflore</strong> is a garden made with real musical and interactive plants or flowers. Each plant reacts to the human touch of a spectator by a specific sound language. Our aura is hot, electric and invisible. It can act here on the vegetable foliages by offering the experiment of a reactive environment. When the spectators caress the plants, they start to sing. Become sensitive musical instruments, they make it possible to compose a floral orchestration. In our artwork we are create possible hybridizations between plant and digital technology. The plants are natural and alive sensors, sensitive to various energy flows. Digital technologies allow us to do possible relation to plant alive.</p>
<p><a href="http://www.youtube.com/watch?v=sEr3eabiLIo">http://www.youtube.com/watch?v=sEr3eabiLIo</a></p>
<p>We are interested in the random relation related to data flow, and sound interaction. We approach here a treatment, a modification of the data related on the strolling about the spectators in the artwork. The spectators will be able to touch and interact with a musical universe already changing. The gestures and the movements of the spectators will make it possible to generate sound flows with varied fluctuations. At Maison Salvan - Art &#038; Science (Labège Near Toulouse), France :: January 11 - February 2, 2008.</p>
<p>[<a href="http://www.miyamasaoka.com/interdisciplinary/brainwaves_plants/pieces_for_plants.html">Related</a>]</p>
<p>Also see <strong>Alsos* - interactive flowers digital art</strong><br />
<a href="http://www.youtube.com/watch?v=Maq31woMkts">http://www.youtube.com/watch?v=Maq31woMkts</a></p>
<p>This artwork exists with the presence and the participation of the spectator. They create a common work. The clearing being an intimate space for meetings with collective walker&#8217;s intervention. The spectator, with a flashlight is guided by a luminous stony path penetrates inside a black place. Mystic forest music immerses it in a strange universe. It discovers and explores this space by pointing its lamp on the walls, the vegetation and surrounding space. With the hearth of a fantastic forest it lights a strange vegetation of luminescent plants. Alsos installation was born with the idea to combine nature and technology. We are interested in the random relation related to the data flow and sound interaction. We approach here a treatment, a modification of the data related to the movement of the spectators in the artwork via the generation of luminous impulses. The gestures and the movements of the spectators will make it possible to generate sound flows and musical universe like musicians. This not controlled generation, near to random, will give us here the illusion of living artwork.</p>
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		<title>Developing a &#8220;Sense of Presence&#8221; with a Machine</title>
		<link>http://transition.turbulence.org/networked_music_review/2007/11/23/developing-a-sense-of-presence-with-a-machine/</link>
		<comments>http://transition.turbulence.org/networked_music_review/2007/11/23/developing-a-sense-of-presence-with-a-machine/#comments</comments>
		<pubDate>Fri, 23 Nov 2007 20:39:36 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[live]]></category>

		<category><![CDATA[software]]></category>

		<category><![CDATA[nature]]></category>

		<category><![CDATA[generative]]></category>

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		<category><![CDATA[interactive]]></category>

		<category><![CDATA[improvisation]]></category>

		<category><![CDATA[algorithmic]]></category>

		<category><![CDATA[presence]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/networked_music_review/2007/11/23/developing-a-sense-of-presence-with-a-machine/</guid>
		<description><![CDATA[Designing for the 21st Century Design Challenge 5 - Embodiment of a Live Music Algorithm by Tim Blackwell: Nature-inspired algorithms for autonomous music generation have been developed which have been used in performances. This software has many of the abilities of a live improvising musician, it can create, suggest and respond to those around it. [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/11/interdisciplinary.jpg' alt='interdisciplinary.jpg' /><a href="http://www.interdisciplinary.co.uk">Designing for the 21st Century</a> Design Challenge 5 - <a href="http://www.interdisciplinary.co.uk/content/chall5_summary.html"><strong>Embodiment of a Live Music Algorithm</strong></a> by <em>Tim Blackwell</em>: Nature-inspired algorithms for autonomous music generation have been developed which have been used in performances. This software has many of the abilities of a live improvising musician, it can create, suggest and respond to those around it. However, it only has presence as software. In this design challenge we are interested in embodiment. How do we imbue the software with a meaningful physical presence?</p>
<p>If we assume that this will have a positive effect on the experience of the listener and off the performer, possibly increasing the space of possible interactions for example, the question comes: How do we design the embodiment of live music making software?  Should such an embodiment be given the same status as a human making machine? If so, how can we achieve this? How does embodiment effect the performances of other interacting musicians? Does any of this investigation provide us with a handle on how we might embody software simulation in the real world in general? How do we develop a &#8220;sense of presence&#8221; with a machine?   </p>
<p><strong><a href="http://www.interdisciplinary.co.uk/content/default.html">Designing for the 21st century</a></strong> often necessitates high-level knowledge or use of computational systems. Such systems are increasingly being used to model and simulate the world in which we live from the physical right through to the social. In contemporary art and design practice computational systems are frequently embedded in products that have a physical presence in the real world. </p>
<p>However, even though design is increasingly dominated by computation, it is not clear that the relationship between these previously disparate disciplines is fully understood or exploited. In this cluster, therefore, we are interested in exploring this relationship and encourage visitors to the website and members of the cluster to send in, and answer questions relating to this area.</p>
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