Academic literature on the topic 'Sound – Recording and reproducing – Psychological aspects'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Sound – Recording and reproducing – Psychological aspects.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Sound – Recording and reproducing – Psychological aspects"

1

Mykhailova, O. V. "Background. The diverse experience of artistic culture, refl ected in the established system of genres, appears in a new light from the standpoint of modernity as experts." Aspects of Historical Musicology 15, no. 15 (September 15, 2019): 119–37. http://dx.doi.org/10.34064/khnum2-15.06.

Full text
Abstract:
from different fi elds of art refer to the same topic. Stable repetition of phenomena, the names of which were originally perceived in the poetic and metaphorical way, indicates the formation of a certain genre branch, little developed in scientifi c research. Genre neoformations of this kind include walks, behind the semantic layer of which a certain set of stylistic means shines through. It is not by chance that attempts are made to comprehend this phenomenon in aesthetic and artistic aspects. Objectives. The purpose of the article is to highlight the phenomena of artistic culture with the most vivid signs of promenade elements, to consider a set of musical instruments used by French composers of the late 19th – early 20th century in the music “walks”. Methods. To determine the role of walks in the genre palette of the music of the 20th century, the historical biographical and the comparative research methods were used. Results. The author of the article reveals the role of walks in the French national life and culture. Their characteristic signs are the following: desire for rest, lightness of being, enjoying the moment. From here, the verbal landscapes from the “In Search of Lost Time” novel by M. Proust take their beginning in, which were inspired by his walking in the Bois de Boulogne forest, in the outskirts of Paris, the province of Illiers-Combray, where the writer took care of fl owers, trees and shrubs. A similar passion for walking and studying the fl ora was also experienced by the enlightener J.-J. Rousseau. He was known to spend a long time feasting eyes on plants, collecting herbariums, often recording his observations. This also explains why C. Monet loved wandering in the wilds. The famous artist, known for his landscape paintings, bought from the local farmers a piece of land that bordered with his estate in order to freely wander around the fi elds in search of the right object, favorable angle or necessary lighting. As a result, promenade walking, being a typical national feature, is often embodied in French music and poetry. This phenomenon is common outside of French art as well. In music, we can refer to “The Walk” by S. Prokofi ev and “The Walk” from the “Pictures at an Exhibition” by M. Mussorgsky; in prose - “The Walk” by N. Karamzin, “Walking in Rome” by G. Morton, “Walking with Pushkin” by A. Tertz, “Six Walks in the Fictional Woods” by U. Eco; in painting – “The Walk” by M. Chagall, “An Evening Walk”, “A Man and a Woman on a Walk in the Forest” by A. Toulouse-Lautrec, “A Walk”, “A Walk” by P. Delvaux, “A Walk” by E. Degas. Quite a few works in the genre of walks revealed such areas of public knowledge as lecture sessions, historical excursions and reviews of art. Thus, the art critic, historian, art historian S. Stavitsky organized a lecture session “Walk as a genre of modern art”, which consisted of three meetings: “Walk Aesthetics”, “Walk and Neo-avant-garde”, and “Actionist Walks”. Polish literary critic Z. Kopech published a collection of articles called “Walks in Modern Polish Literature” devoted to the issues of national prose, poetry and drama. E. Kulikova wrote the work called “Walks in the Lyrics of Anna Akhmatova”, where the author reviews several of her poems , including “The Walks”. B. Godard’s piano cycle “Chemin Faisant” (1880–1881) was analyzed, where each of the pieces appears as a sketch, a “photography” of a walking person. The fi rst three items of the cycle – “Going Over”, “Crying” and “Singing”, form a mini-cycle, since they contrast with each other in terms of image and content, although they remain related in terms of the selected means complex. Among them are: fi gures of movement, repetition, dynamic approach of “moving closer-moving away”, staccato technique in outside pieces. The unifying principle is the direction of all stylistic means to visualize a music image. This explains the presence and individual traits, since the character’s image created by the composer is endowed with a unique identity. The distinctness, tangibility of B. Godard’s musical images makes one ponder over the impact of cinema on musical art: its abilities through the details – expressions of eyes, facial expressions, turns of the head – transmit a change of emotional state, moods, put together a special emotional and psychological plot. A different approach to a descriptive music in “The Walks” (1921) by F. Poulenc is revealed, where the composer does not present a character on a walk, and does not tell stories. Instead, he creates the appropriate surrounding, inspires us with the atmosphere of such different and contrasting walks with the help of harmonic colors, tempos, texture, dynamic and articulation means. His music language is far from being simple, it is full of bizarre rhythms and complex chords, thus putting forward serious technical requirements. Above all, the composer’s targeted attitudes when creating the visible realism of his urban plots are evidenced by numerous text remarks, which are designed to guide a musician as accurately as possible towards the required performance character. They are found everywhere and relate to all components of the music: tempo, sound level, mood, articulation, agogics, pedal usage. A set of various sound and visual means help a performer to implement the composer’s instructions. Conclusions. The universal and wide compositional possibilities of walks as a special artistic genre are proved by its relevance in various types of art and scientifi c knowledge. The authors use different means of declaring their idea, and different way to materialize it. This versatile experience opens the way to comprehending the new and the unexplored, steadily and leisurely, as if you are just a curious walking person.
APA, Harvard, Vancouver, ISO, and other styles
2

Kepule, Iveta. "The possibilities of using the playing of recorder in the music teaching for the first grade pupils." Arts and Music in Cultural Discourse. Proceedings of the International Scientific and Practical Conference, September 28, 2013, 90. http://dx.doi.org/10.17770/amcd2013.1256.

Full text
Abstract:
The goal of the paper is to evaluate and propose methodological techniques for the introduction of the playing of recorder in the music teaching for the first grade pupils, in order to more successfully develop the basic singing skills. Methods: analysis of the teaching and psychological literature regarding the possibilities of playing the recorder in the music teaching, observation and analysis of the process of music teaching and the reflection on the personal experience in connection with the standard of the General education of Latvia in the music teaching. Analysis of the informal discussion based on the use of playing of recorder in the music lesson. Modeling of the pupils’ practical activities in music teaching in the primary school. Results: Methodological techniques are proposed for the development of the basic singing skills using the playing of recorder, and the creation of the cooperation among the students and their self-expression skills in the music lessons is encouraged. A teacher starting the formation of the basic singing skills often in the teaching process faces the situation, when the majority of the pupils in the class have an insufficiently developed ability to listen and reproduce the sound using their voice. One of the goals of the music teaching is to create correct vocal skills of the pupils, placing an emphasis on proper inhalation, creation of sound and also on a posture. Correct breathing is important both for singing and playing the recorder, but the tune culture is formed by the interaction of the breathing and posture. These singing aspects have the common characteristics with the basics of playing the recorder: interaction of breathing and posture forms the timbre of the recorder’s sound. The pupils initially cannot physically sing a certain pitch, but playing of recorder helps them to obtain a certain pitch of the sound using their hands, thereby allowing hearing and reproducing the sound, while simultaneously developing preconditions for the composition of stable melody in the playing of recorder. The pupils acquire the note reading skills simultaneously with the learning of proper breathing and blowing in. In order for the pupils to easier comprehend the recording of the note rhythm, they are offered to play simple rhythm examples, gradually increasing the number of ledger lines until a full staff is reached. Such method of learning to read the notes allows comprehending that the same melody can be played at different pitches. Any sound is always perceived and processed together with its duration and timbre (Griffin, 2007), so the combination of the sound of playing the recorder and singing gives an additional impulse to the pupils’ auricular centre. The timbral differences of the sounds of recorder and human voice are processed in different areas of the brain – the secondary and associative; therefore it is reasonable to assume that the combination of playing the recorder and singing stimulates the brain activity, based on the research of M. Tervaniemi and I. Winklera (Tervaniemi & Winklera, 1997). The use of the playing of recorder in teaching music is not new in the music education. In the middle of 20th century, it was popularized in their philosophies of teaching music by Karl Orff, Schinichi Suzuki and Zoltan Kodaly. The playing of recorder is not difficult, it does not create problems for the pupils, but brings them joy and satisfaction about their playing skills. This factor is therefore one of the most important for the creation of positive self-expression skills and motivation during the music lesson. Based on the opinion of B. Teplov (Теплов, 1947), the musical talent is formed in the childhood and it manifests itself in the pupil’s attitude towards the music: he or she likes or dislikes it. Combining the singing skills with the playing of recorder in the music lesson brings the joy to the pupils about their ability to play and creates the positive motivation. A teacher develops a vocal and instrumental musical score, encouraging all pupils to participate in playing music, thereby creating a situation, when each pupil achieves a positive result in accordance with his or her specific playing skills. The creation of skills to play in the group is equally important. Learning to read the notes in the staff is the beginning for the creation of polyphony in the music teaching. The teacher using the singing and playing of recorder skills may form the vocal, vocal and instrumental or instrumental groups. The pupils during the playing of recorder listen to the pitch of the sound and form a precise musical sound of the recorder.The goal of the study: to find out the opinion of the teachers of music regarding the possibilities to use the playing of recorder in teaching music. The methods used in the study: informal discussion of the target group. The group at the beginning of the discussion is asked to share its experience and provide the comments regarding the use of playing of recorder in teaching music. The following results were gathered after summarizing the opinions and arguments expressed during the discussion of the group: all members of the target group are familiar with the playing of recorder; 5 respondents admit that they play the recorder, 2 respondents have the basic skills of playing the recorder, and 1 respondent does not know how to play the recorder; 4 respondents use the playing of recorder in music teaching, but only one respondent has used the elements of playing the recorder in teaching of the singing skills; 1 respondent has decided to use the playing of recorder in music teaching during the next school year; all respondents consider the playing of recorder as a supplemental method, which can be used in music teaching; all respondents admit that the playing of recorder facilitates the development of pupils’ musical hearing; 6 respondents believe that the learning to play the recorder in a music lesson is a time – consuming learning method, because there is already limited time for teaching the curriculum; 3 respondents using the recorder in the teaching process believe that the introduction of playing the recorder in the music teaching is not useful, because the recorders available to the pupils do not allow playing in unison; 1 respondent expressed an opinion that the playing of recorder can be used in the music lesson only by working with a previously prepared selection of pupils. The following negative and positive arguments were gathered after summarizing the opinions and arguments provided during the group discussions: the pupils buy the recorders manufactured by different companies, therefore their timbral sound may differ, and the pitches of the sounds, which are not always identical, do not allow reaching a perfect unison; different fingering of the recorders (German recorders and baroque recorders) makes the learning process difficult. The pupils observing each other’s finger movements often learn to play incorrect pitches of the sounds, which are difficult for the teacher to control during the beginning stage of learning to play the recorder. traditional teaching methods are more useful and easier to apply in music teaching. The teachers of music relying on their personal experience, however, confirm the positive aspects of using the playing of recorder in teaching music for the first grade pupils: playing of recorder facilitates the development of the pupils’ musical achievements, especially the development of musical hearing of the pupils; facilitates the development of the pupils’ self-expression skills, because playing of recorder allows each pupil accomplishing his/her individual artistic potential. the playing of recorder in teaching music facilitates the development of the pupils both from the teaching and psychological point of view. It can be concluded by comparing the musical development of the pupils from 3 different classes that the musical development is the highest in the classes using the playing of recorder in their music lessons. This conclusion is also affirmed by the number of pupils in each class participating in the groups of amateur performance. The number of such pupils is the highest in the classes with the elements of playing the recorder in teaching music. Therefore it can be concluded that the process of teaching music creates a positive motivation, which facilitates the necessity for an emotional musical experience for pupils, as well as the tendencies of creation of a collective body of the class and the cooperation skills among the pupils.
APA, Harvard, Vancouver, ISO, and other styles
3

Asakura, Takumi. "Subjective effects of broadband water sounds with inaudible high-frequency components." Scientific Reports 14, no. 1 (April 1, 2024). http://dx.doi.org/10.1038/s41598-024-57749-w.

Full text
Abstract:
AbstractThis study aimed to investigate the effects of reproducing an ultrasonic sound above 20 kHz on the subjective impressions of water sounds using psychological and physiological information obtained by the semantic differential method and electroencephalography (EEG), respectively. The results indicated that the ultrasonic component affected the subjective impression of the water sounds. In addition, regarding the relationship between psychological and physiological aspects, a moderate correlation was confirmed between the EEG change rate and subjective impressions. However, no differences in characteristics were found between with and without the ultrasound component, suggesting that ultrasound does not directly affect the relationship between subjective impressions and EEG energy at the current stage. Furthermore, the correlations calculated for the left and right channels in the occipital region differed significantly, which suggests functional asymmetry for sound perception between the right and left hemispheres.
APA, Harvard, Vancouver, ISO, and other styles
4

Jones, Steve. "Seeing Sound, Hearing Image." M/C Journal 2, no. 4 (June 1, 1999). http://dx.doi.org/10.5204/mcj.1763.

Full text
Abstract:
“As the old technologies become automatic and invisible, we find ourselves more concerned with fighting or embracing what’s new”—Dennis Baron, From Pencils to Pixels: The Stage of Literacy Technologies Popular music is firmly rooted within realist practice, or what has been called the "culture of authenticity" associated with modernism. As Lawrence Grossberg notes, the accelleration of the rate of change in modern life caused, in post-war youth culture, an identity crisis or "lived contradiction" that gave rock (particularly) and popular music (generally) a peculiar position in regard to notions of authenticity. Grossberg places rock's authenticity within the "difference" it maintains from other cultural forms, and notes that its difference "can be justified aesthetically or ideologically, or in terms of the social position of the audiences, or by the economics of its production, or through the measure of its popularity or the statement of its politics" (205-6). Popular music scholars have not adequately addressed issues of authenticity and individuality. Two of the most important questions to be asked are: How is authenticity communicated in popular music? What is the site of the interpretation of authenticity? It is important to ask about sound, technology, about the attempt to understand the ideal and the image, the natural and artificial. It is these that make clear the strongest connections between popular music and contemporary culture. Popular music is a particularly appropriate site for the study of authenticity as a cultural category, for several reasons. For one thing, other media do not follow us, as aural media do, into malls, elevators, cars, planes. Nor do they wait for us, as a tape player paused and ready to play. What is important is not that music is "everywhere" but, to borrow from Vivian Sobchack, that it creates a "here" that can be transported anywhere. In fact, we are able to walk around enveloped by a personal aural environment, thanks to a Sony Walkman.1 Also, it is more difficult to shut out the aural than the visual. Closing one's ears does not entirely shut out sound. There is, additionally, the sense that sound and music are interpreted from within, that is, that they resonate through and within the body, and as such engage with one's self in a fashion that coincides with Charles Taylor's claim that the "ideal of authenticity" is an inner-directed one. It must be noted that authenticity is not, however, communicated only via music, but via text and image. Grossberg noted the "primacy of sound" in rock music, and the important link between music, visual image, and authenticity: Visual style as conceived in rock culture is usually the stage for an outrageous and self-conscious inauthenticity... . It was here -- in its visual presentation -- that rock often most explicitly manifested both an ironic resistance to the dominant culture and its sympathies with the business of entertainment ... . The demand for live performance has always expressed the desire for the visual mark (and proof) of authenticity. (208) But that relationship can also be reversed: Music and sound serve in some instances to provide the aural mark and proof of authenticity. Consider, for instance, the "tear" in the voice that Jensen identifies in Hank Williams's singing, and in that of Patsy Cline. For the latter, voicing, in this sense, was particularly important, as it meant more than a singing style, it also involved matters of self-identity, as Jensen appropriately associates with the move of country music from "hometown" to "uptown" (101). Cline's move toward a more "uptown" style involved her visual image, too. At a significant turning point in her career, Faron Young noted, Cline "left that country girl look in those western outfits behind and opted for a slicker appearance in dresses and high fashion gowns" (Jensen 101). Popular music has forged a link with visual media, and in some sense music itself has become more visual (though not necessarily less aural) the more it has engaged with industrial processes in the entertainment industry. For example, engagement with music videos and film soundtracks has made music a part of the larger convergence of mass media forms. Alongside that convergence, the use of music in visual media has come to serve as adjunct to visual symbolisation. One only need observe the increasingly commercial uses to which music is put (as in advertising, film soundtracks and music videos) to note ways in which music serves image. In the literature from a variety of disciplines, including communication, art and music, it has been argued that music videos are the visualisation of music. But in many respects the opposite is true. Music videos are the auralisation of the visual. Music serves many of the same purposes as sound does generally in visual media. One can find a strong argument for the use of sound as supplement to visual media in Silverman's and Altman's work. For Silverman, sound in cinema has largely been overlooked (pun intended) in favor of the visual image, but sound is a more effective (and perhaps necessary) element for willful suspension of disbelief. One may see this as well in the development of Dolby Surround Sound, and in increased emphasis on sound engineering among video and computer game makers, as well as the development of sub-woofers and high-fidelity speakers as computer peripherals. Another way that sound has become more closely associated with the visual is through the ongoing evolution of marketing demands within the popular music industry that increasingly rely on visual media and force image to the front. Internet technologies, particularly the WorldWideWeb (WWW), are also evidence of a merging of the visual and aural (see Hayward). The development of low-cost desktop video equipment and WWW publishing, CD-i, CD-ROM, DVD, and other technologies, has meant that visual images continue to form part of the industrial routine of the music business. The decrease in cost of many of these technologies has also led to the adoption of such routines among individual musicians, small/independent labels, and producers seeking to mimic the resources of major labels (a practice that has become considerably easier via the Internet, as it is difficult to determine capital resources solely from a WWW site). Yet there is another facet to the evolution of the link between the aural and visual. Sound has become more visual by way of its representation during its production (a representation, and process, that has largely been ignored in popular music studies). That representation has to do with the digitisation of sound, and the subsequent transformation sound and music can undergo after being digitised and portrayed on a computer screen. Once digitised, sound can be made visual in any number of ways, through traditional methods like music notation, through representation as audio waveform, by way of MIDI notation, bit streams, or through representation as shapes and colors (as in recent software applications particularly for children, like Making Music by Morton Subotnick). The impetus for these representations comes from the desire for increased control over sound (see Jones, Rock Formation) and such control seems most easily accomplished by way of computers and their concomitant visual technologies (monitors, printers). To make computers useful tools for sound recording it is necessary to employ some form of visual representation for the aural, and the flexibility of modern computers allows for new modes of predominately visual representation. Each of these connections between the aural and visual is in turn related to technology, for as audio technology develops within the entertainment industry it makes sense for synergistic development to occur with visual media technologies. Yet popular music scholars routinely analyse aural and visual media in isolation from one another. The challenge for popular music studies and music philosophy posed by visual media technologies, that they must attend to spatiality and context (both visual and aural), has not been taken up. Until such time as it is, it will be difficult, if not impossible, to engage issues of authenticity, because they will remain rootless instead of situated within the experience of music as fully sensual (in some cases even synaesthetic). Most of the traditional judgments of authenticity among music critics and many popular music scholars involve space and time, the former in terms of the movement of music across cultures and the latter in terms of history. None rely on notions of the "situatedness" of the listener or musicmaker in a particular aural, visual and historical space. Part of the reason for the lack of such an understanding arises from the very means by which popular music is created. We have become accustomed to understanding music as manipulation of sound, and so far as most modern music production is concerned such manipulation occurs as much visually as aurally, by cutting, pasting and otherwise altering audio waveforms on a computer screen. Musicians no more record music than they record fingering; they engage in sound recording. And recording engineers and producers rely less and less on sound and more on sight to determine whether a recording conforms to the demands of digital reproduction.2 Sound, particularly when joined with the visual, becomes a means to build and manipulate the environment, virtual and non-virtual (see Jones, "Sound"). Sound & Music As we construct space through sound, both in terms of audio production (e.g., the use of reverberation devices in recording studios) and in terms of everyday life (e.g., perception of aural stimuli, whether by ear or vibration in the body, from points surrounding us), we centre it within experience. Sound combines the psychological and physiological. Audio engineer George Massenburg noted that in film theaters: You couldn't utilise the full 360-degree sound space for music because there was an "exit sign" phenomena [sic]. If you had a lot of audio going on in the back, people would have a natural inclination to turn around and stare at the back of the room. (Massenburg 79-80) However, he went on to say, beyond observations of such reactions to multichannel sound technology, "we don't know very much". Research in psychoacoustics being used to develop virtual audio systems relies on such reactions and on a notion of human hardwiring for stimulus response (see Jones, "Sense"). But a major stumbling block toward the development of those systems is that none are able to account for individual listeners' perceptions. It is therefore important to consider the individual along with the social dimension in discussions of sound and music. For instance, the term "sound" is deployed in popular music to signify several things, all of which have to do with music or musical performance, but none of which is music. So, for instance, musical groups or performers can have a "sound", but it is distinguishable from what notes they play. Entire music scenes can have "sounds", but the music within such scenes is clearly distinct and differentiated. For the study of popular music this is a significant but often overlooked dimension. As Grossberg argues, "the authenticity of rock was measured by its sound" (207). Visually, he says, popular music is suspect and often inauthentic (sometimes purposefully so), and it is grounded in the aural. Similarly in country music Jensen notes that the "Nashville Sound" continually evoked conflicting definitions among fans and musicians, but that: The music itself was the arena in and through which claims about the Nashville Sound's authenticity were played out. A certain sound (steel guitar, with fiddle) was deemed "hard" or "pure" country, in spite of its own commercial history. (84) One should, therefore, attend to the interpretive acts associated with sound and its meaning. But why has not popular music studies engaged in systematic analysis of sound at the level of the individual as well as the social? As John Shepherd put it, "little cultural theoretical work in music is concerned with music's sounds" ("Value" 174). Why should this be a cause for concern? First, because Shepherd claims that sound is not "meaningful" in the traditional sense. Second, because it leads us to re-examine the question long set to the side in popular music studies: What is music? The structural homology, the connection between meaning and social formation, is a foundation upon which the concept of authenticity in popular music stands. Yet the ability to label a particular piece of music "good" shifts from moment to moment, and place to place. Frith understates the problem when he writes that "it is difficult ... to say how musical texts mean or represent something, and it is difficult to isolate structures of musical creation or control" (56). Shepherd attempts to overcome this difficulty by emphasising that: Music is a social medium in sound. What [this] means ... is that the sounds of music provide constantly moving and complex matrices of sounds in which individuals may invest their own meanings ... [however] while the matrices of sounds which seemingly constitute an individual "piece" of music can accommodate a range of meanings, and thereby allow for negotiability of meaning, they cannot accommodate all possible meanings. (Shepherd, "Art") It must be acknowledged that authenticity is constructed, and that in itself is an argument against the most common way to think of authenticity. If authenticity implies something about the "pure" state of an object or symbol then surely such a state is connected to some "objective" rendering, one not possible according to Shepherd's claims. In some sense, then, authenticity is autonomous, its materialisation springs not from any necessary connection to sound, image, text, but from individual acts of interpretation, typically within what in literary criticism has come to be known as "interpretive communities". It is not hard to illustrate the point by generalising and observing that rock's notion of authenticity is captured in terms of songwriting, but that songwriters are typically identified with places (e.g. Tin Pan Alley, the Brill Building, Liverpool, etc.). In this way there is an obvious connection between authenticity and authorship (see Jones, "Popular Music Studies") and geography (as well in terms of musical "scenes", e.g. the "Philly Sound", the "Sun Sound", etc.). The important thing to note is the resultant connection between the symbolic and the physical worlds rooted (pun intended) in geography. As Redhead & Street put it: The idea of "roots" refers to a number of aspects of the musical process. There is the audience in which the musician's career is rooted ... . Another notion of roots refers to music. Here the idea is that the sounds and the style of the music should continue to resemble the source from which it sprang ... . The issue ... can be detected in the argument of those who raise doubts about the use of musical high-technology by African artists. A final version of roots applies to the artist's sociological origins. (180) It is important, consequently, to note that new technologies, particularly ones associated with the distribution of music, are of increasing importance in regulating the tension between alienation and progress mentioned earlier, as they are technologies not simply of musical production and consumption, but of geography. That the tension they mediate is most readily apparent in legal skirmishes during an unsettled era for copyright law (see Brown) should not distract scholars from understanding their cultural significance. These technologies are, on the one hand, "liberating" (see Hayward, Young, and Marsh) insofar as they permit greater geographical "reach" and thus greater marketing opportunities (see Fromartz), but on the other hand they permit less commercial control, insofar as they permit digitised music to freely circulate without restriction or compensation, to the chagrin of copyright enthusiasts. They also create opportunities for musical collaboration (see Hayward) between performers in different zones of time and space, on a scale unmatched since the development of multitracking enabled the layering of sound. Most importantly, these technologies open spaces for the construction of authenticity that have hitherto been unavailable, particularly across distances that have largely separated cultures and fan communities (see Paul). The technologies of Internetworking provide yet another way to make connections between authenticity, music and sound. Community and locality (as Redhead & Street, as well as others like Sara Cohen and Ruth Finnegan, note) are the elements used by audience and artist alike to understand the authenticity of a performer or performance. The lived experience of an artist, in a particular nexus of time and space, is to be somehow communicated via music and interpreted "properly" by an audience. But technologies of Internetworking permit the construction of alternative spaces, times and identities. In no small way that has also been the situation with the mediation of music via most recordings. They are constructed with a sense of space, consumed within particular spaces, at particular times, in individual, most often private, settings. What the network technologies have wrought is a networked audience for music that is linked globally but rooted in the local. To put it another way, the range of possibilities when it comes to interpretive communities has widened, but the experience of music has not significantly shifted, that is, the listener experiences music individually, and locally. Musical activity, whether it is defined as cultural or commercial practice, is neither flat nor autonomous. It is marked by ever-changing tastes (hence not flat) but within an interpretive structure (via "interpretive communities"). Musical activity must be understood within the nexus of the complex relations between technical, commercial and cultural processes. As Jensen put it in her analysis of Patsy Cline's career: Those who write about culture production can treat it as a mechanical process, a strategic construction of material within technical or institutional systems, logical, rational, and calculated. But Patsy Cline's recording career shows, among other things, how this commodity production view must be linked to an understanding of culture as meaning something -- as defining, connecting, expressing, mattering to those who participate with it. (101) To achieve that type of understanding will require that popular music scholars understand authenticity and music in a symbolic realm. Rather than conceiving of authenticity as a limited resource (that is, there is only so much that is "pure" that can go around), it is important to foreground its symbolic and ever-changing character. Put another way, authenticity is not used by musician or audience simply to label something as such, but rather to mean something about music that matters at that moment. Authenticity therefore does not somehow "slip away", nor does a "pure" authentic exist. Authenticity in this regard is, as Baudrillard explains concerning mechanical reproduction, "conceived according to (its) very reproducibility ... there are models from which all forms proceed according to modulated differences" (56). Popular music scholars must carefully assess the affective dimensions of fans, musicians, and also record company executives, recording producers, and so on, to be sensitive to the deeply rooted construction of authenticity and authentic experience throughout musical processes. Only then will there emerge an understanding of the structures of feeling that are central to the experience of music. Footnotes For analyses of the Walkman's role in social settings and popular music consumption see du Gay; Hosokawa; and Chen. It has been thus since the advent of disc recording, when engineers would watch a record's grooves through a microscope lens as it was being cut to ensure grooves would not cross over one into another. References Altman, Rick. "Television/Sound." Studies in Entertainment. Ed. Tania Modleski. Bloomington: Indiana UP, 1986. 39-54. Baudrillard, Jean. Symbolic Death and Exchange. London: Sage, 1993. Brown, Ronald. Intellectual Property and the National Information Infrastructure: The Report of the Working Group on Intellectual Property Rights. Washington, DC: U.S. Department of Commerce, 1995. Chen, Shing-Ling. "Electronic Narcissism: College Students' Experiences of Walkman Listening." Annual meeting of the International Communication Association. Washington, D.C. 1993. Du Gay, Paul, et al. Doing Cultural Studies. London: Sage, 1997. Frith, Simon. Sound Effects. New York: Pantheon, 1981. Fromartz, Steven. "Starts-ups Sell Garage Bands, Bowie on Web." Reuters newswire, 4 Dec. 1996. Grossberg, Lawrence. We Gotta Get Out of This Place. London: Routledge, 1992. Hayward, Philip. "Enterprise on the New Frontier." Convergence 1.2 (Winter 1995): 29-44. Hosokawa, Shuhei. "The Walkman Effect." Popular Music 4 (1984). Jensen, Joli. The Nashville Sound: Authenticity, Commercialisation and Country Music. Nashville, Vanderbilt UP, 1998. Jones, Steve. Rock Formation: Music, Technology and Mass Communication. Newbury Park, CA: Sage, 1992. ---. "Popular Music Studies and Critical Legal Studies" Stanford Humanities Review 3.2 (Fall 1993): 77-90. ---. "A Sense of Space: Virtual Reality, Authenticity and the Aural." Critical Studies in Mass Communication 10.3 (Sep. 1993), 238-52. ---. "Sound, Space & Digitisation." Media Information Australia 67 (Feb. 1993): 83-91. Marrsh, Brian. "Musicians Adopt Technology to Market Their Skills." Wall Street Journal 14 Oct. 1994: C2. Massenburg, George. "Recording the Future." EQ (Apr. 1997): 79-80. Paul, Frank. "R&B: Soul Music Fans Make Cyberspace Their Meeting Place." Reuters newswire, 11 July 1996. Redhead, Steve, and John Street. "Have I the Right? Legitimacy, Authenticity and Community in Folk's Politics." Popular Music 8.2 (1989). Shepherd, John. "Art, Culture and Interdisciplinarity." Davidson Dunston Research Lecture. Carleton University, Canada. 3 May 1992. ---. "Value and Power in Music." The Sound of Music: Meaning and Power in Culture. Eds. John Shepherd and Peter Wicke. Cambridge: Polity, 1993. Silverman, Kaja. The Acoustic Mirror. Bloomington: Indiana UP, 1988. Sobchack, Vivian. Screening Space. New York: Ungar, 1982. Young, Charles. "Aussie Artists Use Internet and Bootleg CDs to Protect Rights." Pro Sound News July 1995. Citation reference for this article MLA style: Steve Jones. "Seeing Sound, Hearing Image: 'Remixing' Authenticity in Popular Music Studies." M/C: A Journal of Media and Culture 2.4 (1999). [your date of access] <http://www.uq.edu.au/mc/9906/remix.php>. Chicago style: Steve Jones, "Seeing Sound, Hearing Image: 'Remixing' Authenticity in Popular Music Studies," M/C: A Journal of Media and Culture 2, no. 4 (1999), <http://www.uq.edu.au/mc/9906/remix.php> ([your date of access]). APA style: Steve Jones. (1999) Seeing Sound, Hearing Image: "Remixing" Authenticity in Popular Music Studies. M/C: A Journal of Media and Culture 2(4). <http://www.uq.edu.au/mc/9906/remix.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
5

Collins, Rebecca Louise. "Sound, Space and Bodies: Building Relations in the Work of Invisible Flock and Atelier Bildraum." M/C Journal 20, no. 2 (April 26, 2017). http://dx.doi.org/10.5204/mcj.1222.

Full text
Abstract:
IntroductionIn this article, I discuss the potential of sound to construct fictional spaces and build relations between bodies using two performance installations as case studies. The first is Invisible Flock’s 105+dB, a site-specific sound work which transports crowd recordings of a soccer match to alternative geographical locations. The second is Atelier Bildraum’s Bildraum, an installation performance using live photography, architectural models, and ambient sound. By writing through these two works, I question how sound builds relations between bodies and across space as well as questioning the role of site within sound installation works. The potential for sound to create shared space and foster relationships between bodies, objects, and the surrounding environment is evident in recent contemporary art exhibitions. For MOMA’s Soundings: A Contemporary Score, curator Barbara London, sought to create a series of “tuned environments” rather than use headphones, emphasising the potential of sound works to envelop the gallery goer. Similarly, Sam Belinafante’s Listening, aimed to capture a sense of how sound can influence attention by choreographing the visitors’ experience towards the artworks. By using motorised technology to stagger each installation, gallery goers were led by their ears. Both London’s and Belinafante’s curatorial approaches highlight the current awareness and interest in aural space and its influence on bodies, an area I aim to contribute to with this article.Audio-based performance works consisting of narration or instructions received through headphones feature as a dominant trend within the field of theatre and performance studies. Well-known examples from the past decade include: Janet Cardiff’s The Missing Case Study B; Graeme Miller’s Linked; and Lavinia Greenlaw’s Audio Obscura. The use of sound in these works offers several possibilities: the layering of fiction onto site, the intensification, or contradiction of existing atmospheres and, in most cases, the direction of audience attention. Misha Myers uses the term ‘percipient’ to articulate this mode of engagement that relies on the active attendance of the participant to their surroundings. She states that it is the participant “whose active, embodied and sensorial engagement alters and determines [an artistic] process and its outcomes” (172-23). Indeed, audio-based works provide invaluable ways of considering how the body of the audience member might be engaged, raising important issues in relation to sound, embodiment and presence. Yet the question remains, outside of individual acoustic environments, how does sound build physical relations between bodies and across space? Within sound studies the World Soundscape Project, founded in the 1970s by R. Murray Schafer, documents the acoustic properties of cities, nature, technology and work. Collaborations between sound engineers and musicians indicated the musicality inherent in the world encouraging attunement to the acoustic characteristics of our environment. Gernot Böhme indicates the importance of personal and emotional impressions of space, experienced as atmosphere. Atmosphere, rather than being an accumulation of individual acoustic characteristics, is a total experience. In relation to sound, sensitivity to this mode of engagement is understood as a need to shift from hearing in “an instrumental sense—hearing something—into a way of taking part in the world” (221). Böhme highlights the importance of the less tangible, emotional consistency of our surrounding environment. Brandon Labelle further indicates the social potential of sound by foregrounding the emotional and psychological charges which support “event-architecture, participatory productions, and related performative aspects of space” (Acoustic Spatiality 2) these, Labelle claims enable sound to catalyse both the material world and our imaginations. Sound as felt experience and the emotional construction of space form the key focus here. Within architectural discourse, both Juhani Pallasmaa and Peter Zumthor point to atmospheric nuances and flows of energy which can cause events to furnish the more rigid physical constructs we exist between, influencing spatial quality. However, it is sensorial experience Jean-Paul Thibaud claims, including attention to light, sound, smell and texture that informs much of how we situate ourselves, contributing to the way we imaginatively construct the world we inhabit, even if only of temporary duration. To expand on this, Thibaud locates the sensorial appreciation of site between “the lived experience of people as well as the built environment of the place” (Three Dynamics 37) hinting at the presence of energetic flows. Such insights into how relations are built between bodies and objects inform the approach taken in this article, as I focus on sensorial modes of engagement to write through my own experience as listener-spectator. George Home-Cook uses the term listener-spectator to describe “an ongoing, intersensorial bodily engagement with the affordances of the theatrical environment” (147) and a mode of attending that privileges phenomenal engagement. Here, I occupy the position of the listener-spectator to attend to two installations, Invisible Flock’s 105+dB and Atelier Bildraum’s Bildraum. The first is a large-scale sound installation produced for Hull UK city of culture, 2017. The piece uses audio recordings from 16 shotgun microphones positioned at the periphery of Hull City’s soccer pitch during a match on 28 November 2016. The piece relocates the recordings in public space, replaying a twenty-minute edited version through 36 speakers. The second, Bildraum, is an installation performance consisting of photographer Charlotte Bouckaert, architect Steve Salembier with sound by Duncan Speakman. The piece, with a running time of 40-minutes uses architectural models, live photography, sound and lighting to explore narrative, memory, and space. In writing through these two case studies, I aim to emphasise sensorial engagement. To do so I recognise, as Salomé Voegelin does, the limits of critical discourse to account for relations built through sound. Voegelin indicates the rift critical discourse creates between what is described and its description. In her own writing, Voegelin attempts to counteract this by using the subjective “I” to foreground the experience of a sound work as a writer-listener. Similarly, here I foreground my position as a listener-spectator and aim to evidence the criticality within the work by writing through my experience of attending thereby bringing out mood, texture, atmosphere to foreground how relations are built across space and between bodies.105+dB Invisible Flock January 2017, I arrive in Hull for Invisible Flock’s 105+dB programmed as part of Made in Hull, a series of cultural activities happening across the city. The piece takes place in Zebedee’s Yard, a pedestrianised area located between Princes Dock Street and Whitefriargate in the grounds of the former Trinity House School. From several streets, I can already hear a crowd. Sound, porous in its very nature, flows through the city expanding beyond its immediate geography bringing the notion of a fictional event into being. I look in pub windows to see which teams are playing, yet the visual clues defy what my ears tell me. Listening, as Labelle suggests is relational, it brings us into proximity with nearby occurrences, bodies and objects. Sound and in turn listening, by both an intended and unsuspecting public, lures bodies into proximity aurally bound by the promise of an event. The use of sound, combined with the physical sensation implied by the surrounding architecture serves to construct us as a group of attendees to a soccer match. This is evident as I continue my approach, passing through an archway with cobbled stones underfoot. The narrow entrance rapidly fills up with bodies and objects; push chairs, wheelchairs, umbrellas, and thick winter coats bringing us into close physical contact with one another. Individuals are reduced to a sea of heads bobbing towards the bright stadium lights now visible in the distance. The title 105+dB, refers to the volume at which the sound of an individual voice is lost amongst a crowd, accordingly my experience of being at the site of the piece further echoes this theme. The physical structure of the archway combined with the volume of bodies contributes to what Pallasmaa describes as “atmospheric perception” (231), a mode of attending to experience that engages all the senses as well as time, memory and imagination. Sound here contributes to the atmosphere provoking a shift in my listening. The importance of the listener-spectator experience is underscored by the absence of architectural structures habitually found in stadiums. The piece is staged using the bare minimum: four metal scaffolding structures on each side of the Yard support stadium lights and a high-visibility clad figure patrols the periphery. These trappings serve to evoke an essence of the original site of the recordings, the rest is furnished by the audio track played through 36 speakers situated at intervals around the space as well as the movement of other bodies. As Böhme notes: “Space is genuinely experienced by being in it, through physical presence” (179) similarly, here, it is necessary to be in the space, aurally immersed in sound and in physical proximity to other bodies moving across the Yard. Image 1: The piece is staged using the bare minimum, the rest is furnished by the audio track and movement of bodies. Image courtesy of the artists.The absence of visual clues draws attention to the importance of presence and mood, as Böhme claims: “By feeling our own presence, we feel the space in which we are present” (179). Listening-spectators actively contribute to the event-architecture as physical sensations build and are tangibly felt amongst those present, influenced by the dramaturgical structure of the audio recording. Sounds of jeering, applause and the referees’ whistle combine with occasional chants such as “come on city, come on city” marking a shared rhythm. Specific moments, such as the sound of a leather ball hitting a foot creates a sense of expectation amongst the crowd, and disappointed “ohhs” make a near-miss audibly palpable. Yet, more important than a singular sound event is the sustained sensation of being in a situation, a distinction Pallasmaa makes, foregrounding the “ephemeral and dynamic experiential fields” (235) offered by music, an argument I wish to consider in relation to this sound installation.The detail of the recording makes it possible to imagine, and almost accurately chart, the movement of the ball around the pitch. A “yeah” erupts, making it acoustically evident that a goal is scored as the sound of elation erupts through the speakers. In turn, this sensation much like Thibaud’s concept of intercorporeality, spreads amongst the bodies of the listening-spectators who fist bump, smile, clap, jeer and jump about sharing and occupying Zebedee’s Yard with physical manifestations of triumph. Through sound comes an invitation to be both physically and emotionally in the space, indicating the potential to understand, as Pallasmaa suggests, how “spaces and true architectural experiences are verbs” (231). By physically engaging with the peaks and troughs of the game, a temporary community of sorts forms. After twenty minutes, the main lights dim creating an amber glow in the space, sound is reduced to shuffling noises as the stadium fills up, or empties out (it is impossible to tell). Accordingly, Zebedee’s Yard also begins to empty. It is unclear if I am listening to the sounds in the space around me, or those on the recording as they overlap. People turn to leave, or stand and shuffle evidencing an attitude of receptiveness towards their surrounding environment and underscoring what Thibaud describes as “tuned ambiance” where a resemblance emerges “between what is felt and what is produced” (Three Dynamics 44). The piece, by replaying the crowd sounds of a soccer match across the space of Zebedee’s Yard, stages atmospheric perception. In the absence of further architectural structures, it is the sound of the crowd in the stadium and in turn an attention to our hearing and physical presence that constitutes the event. Bildraum Atelier BildraumAugust 2016, I am in Edinburgh to see Bildraum. The German word “bildraum” roughly translates as image room, and specifically relates to the part of the camera where the image is constructed. Bouckaert takes high definition images live onstage that project immediately onto the screen at the back of the space. The audience see the architectural model, the taking of the photograph, the projected image and hear both pre-recorded ambient sounds by Speakman, and live music played by Salembier generating the sensation that they are inhabiting a bildraum. Here I explore how both sound and image projection can encourage the listener-spectator to construct multiple narratives of possible events and engage their spatial imagination. Image 2: The audience see the architectural model, the taking of the photograph, the projected image and hear both live and pre-recorded sounds. Image courtesy of the artists.In Bildraum, the combination of elements (photographic, acoustic, architectural) serve to create provocative scenes which (quite literally) build multiple spaces for potential narratives. As Bouckaert asserts, “when we speak with people after the performance, they all have a different story”. The piece always begins with a scale model of the actual space. It then evolves to show other spaces such as a ‘social’ scene located in a restaurant, a ‘relaxation’ scene featuring sun loungers, an oversize palm tree and a pool as well as a ‘domestic’ scene with a staircase to another room. The use of architectural models makes the spaces presented appear as homogenous, neutral containers yet layers of sound including footsteps, people chatting, doors opening and closing, objects dropping, and an eerie soundscape serve to expand and incite the construction of imaginative possibilities. In relation to spatial imagination, Pallasmaa discusses the novel and our ability, when reading, to build all the settings of the story, as though they already existed in pre-formed realities. These imagined scenes are not experienced in two dimensions, as pictures, but in three dimensions and include both atmosphere and a sense of spatiality (239). Here, the clean, slick lines of the rooms, devoid of colour and personal clutter become personalised, yet also troubled through the sounds and shadows which appear in the photographs, adding ambiance and serving to highlight the pluralisation of space. As the piece progresses, these neat lines suffer disruption giving insight into the relations between bodies and across space. As Martin Heidegger notes, space and our occupation of space are not mutually exclusive but intertwined. Pallasmaa further reminds us that when we enter a space, space enters us and the experience is a reciprocal exchange and fusion of both subject and object (232).One image shows a table with several chairs neatly arranged around the outside. The distance between the chairs and the table is sufficient to imagine the presence of several bodies. The first image, though visually devoid of any living presence is layered with chattering sounds suggesting the presence of bodies. In the following image, the chairs have shifted position and there is a light haze, I envisage familiar social scenes where conversations with friends last long into the night. In the next image, one chair appears on top of the table, another lies tilted on the floor with raucous noise to accompany the image. Despite the absence of bodies, the minimal audio-visual provocations activate my spatial imagination and serve to suggest a correlation between physical behaviour and ambiance in everyday settings. As discussed in the previous paragraph, this highlights how space is far from a disinterested, or separate container for physical relations, rather, it underscores how social energy, sound and mood can build a dynamic presence within the built environment, one that is not in isolation but indeed in dialogue with surrounding structures. In a further scene, the seemingly fixed, stable nature of the models undergoes a sudden influx of materials as a barrage of tiny polystyrene balls appears. The image, combined with the sound suggests a large-scale disaster, or freak weather incident. The ambiguity created by the combination of sound and image indicates a hidden mobility beneath what is seen. Sound here does not announce the presence of an object, or indicate the taking place of a specific event, instead it acts as an invitation, as Voegelin notes, “not to confirm and preserve actuality but to explore possibilities” (Sonic 13). The use of sound which accompanies the image helps to underscore an exchange between the material and immaterial elements occurring within everyday life, leaving a gap for the listener-spectator to build their own narrative whilst also indicating further on goings in the depth of the visual. Image 3: The minimal audio-visual provocations serve to activate my spatial imagination. Image courtesy of the artists.The piece advances at a slow pace as each model is adjusted while lighting and objects are arranged. The previous image lingers on the projector screen, animated by the sound track which uses simple but evocative chords. This lulls me into an attentive, almost meditative state as I tune into and construct my own memories prompted by the spaces shown. The pace and rhythm that this establishes in Summerhall’s Old Lab creates a productive imaginative space. Böhme argues that atmosphere is a combination of both subjective and objective perceptions of space (16). Here, stimulated by the shifting arrangements Bouckaert and Salembier propose, I create short-lived geographies charting my lived experience and memories across a plurality of possible environments. As listener-spectator I am individually implicated as the producer of a series of invisible maps. The invitation to engage with the process of the work over 40-minutes as the building and dismantling of models and objects takes place draws attention to the sensorial flows and what Voegelin denotes as a “semantic materiality” (Sonic 53), one that might penetrate our sensibility and accompany us beyond the immediate timeframe of the work itself. The timeframe and rhythm of the piece encourages me, as listener-spectator to focus on the ambient sound track, not just as sound, but to consider the material realities of the here and now, to attend to vibrational milieus which operate beyond the surface of the visible. In doing so, I become aware of constructed actualities and of sound as a medium to get me beyond what is merely presented. ConclusionThe dynamic experiential potential of sound installations discussed from the perspective of a listener-spectator indicate how emotion is a key composite of spatial construction. Beyond the closed acoustic environments of audio-based performance works, aural space, physical proximity, and the importance of ambiance are foregrounded. Such intangible, ephemeral experiences can benefit from a writing practice that attends to these aesthetic concerns. By writing through both case studies from the position of listener-spectator, my lived experience of each work, manifested through attention to sensorial experience, have indicated how relations are built between bodies and across space. In Invisible Flock´s 105+dB sound featured as a social material binding listener-spectators to each other and catalysing a fictional relation to space. Here, sound formed temporal communities bringing bodies into contact to share in constructing and further shaping the parameters of a fictional event.In Atelier Bildraum’s Bildraum the construction of architectural models combined with ambient and live sound indicated a depth of engagement to the visual, one not confined to how things might appear on the surface. The seemingly given, stable nature of familiar environments can be questioned hinting at the presence of further layers within the vibrational or atmospheric properties operating across space that might bring new or alternative realities to the forefront.In both, the correlation between the environment and emotional impressions of bodies that occupy it emerged as key in underscoring and engaging in a dialogue between ambiance and lived experience.ReferencesBildraum, Atelier. Bildraum. Old Lab, Summer Hall, Edinburgh. 18 Aug. 2016.Böhme, Gernot, and Jean-Paul Thibaud (eds.). The Aesthetics of Atmospheres. New York: Routledge, 2017.Cardiff, Janet. The Missing Case Study B. Art Angel, 1999.Home-Cook, George. Theatre and Aural Attention. London: Palgrave Macmillan, 2015.Greenlaw, Lavinia. Audio Obscura. 2011.Bouckaert, Charlotte, and Steve Salembier. Bildraum. Brussels. 8 Oct. 2014. 18 Jan. 2017 <https://www.youtube.com/watch?v=eueeAaIuMo0>.Daemen, Merel. “Steve Salembier & Charlotte Bouckaert.” 1 Jul. 2015. 18 Jan. 2017 <http://thissurroundingusall.com/post/122886489993/steve-salembier-charlotte-bouckaert-an-architect>. Haydon, Andrew. “Bildraum – Summerhall, Edinburgh.” Postcards from the Gods 20 Aug. 2016. 18 Jan. 2017 <http://postcardsgods.blogspot.co.uk/2016/08/bildraum-summerhall-edinburgh.html>. Heidegger, Martin. “Building, Dwelling, Thinking.” Basic Writings. Ed. David Farrell Krell. Oxford: Routledge, 1978. 239-57.Hutchins, Roy. 27 Aug. 2016. 18 Jan. 2017 <http://fringereview.co.uk/review/edinburgh-fringe/2016/bildraum/>.Invisible Flock. 105+dB. Zebedee’s Yard, Made in Hull. Hull. 7 Jan. 2017. Labelle, Brandon. “Acoustic Spatiality.” SIC – Journal of Literature, Culture and Literary Translation (2012). 18 Jan. 2017 <http://hrcak.srce.hr/file/127338>.———. “Other Acoustics” OASE: Immersed - Sound & Architecture 78 (2009): 14-24.———. “Sharing Architecture: Space, Time and the Aesthetics of Pressure.” Journal of Visual Culture 10.2 (2011): 177-89.Miller, Graeme. Linked. 2003.Myers, Misha. “Situations for Living: Performing Emplacement.” Research in Drama Education 13.2 (2008): 171-80.Pallasmaa, Juhani. “Space, Place and Atmosphere. Emotion and Peripheral Perception in Architectural Experience.” Lebenswelt 4.1 (2014): 230-45.Schafer, R. Murray. The Soundscape: Our Sonic Environment and the Tuning of the World. Vermont: Destiny Books, 1994.Schevers, Bas. Bildraum (trailer) by Charlotte Bouckaert and Steve Salembier. Dec. 2014. 18 Jan. 2017 <https://vimeo.com/126676951>.Taylor, N. “Made in Hull Artists: Invisible Flock.” 6 Jan. 2017. 9 Jan. 2017 <https://www.hull2017.co.uk/discover/article/made-hull-artists-invisible-flock/>. Thibaud, Jean-Paul. “The Three Dynamics of Urban Ambiances.” Sites of Sound: of Architecture and the Ear Vol. II. Eds. B. Labelle and C. Martinho. Berlin: Errant Bodies P, 2011. 45-53.———. “Urban Ambiances as Common Ground?” 4.1 (2014): 282-95.Voegelin, Salomé. Listening to Sound and Silence: Toward a Philosophy of Sound Art. New York: Continuum, 2010.———. Sonic Possible Worlds. London: Bloomsbury, 2014.Zumthor, Peter. Thinking Architecture. Basel: Birkhäuser, 1998.———. Atmosphere: Architectural Environments – Surrounding Objects. Basel: Birkhäuser, 2006.
APA, Harvard, Vancouver, ISO, and other styles
6

Davies, Alex, and Alexandra Lara Crosby. "Art Is Magic." M/C Journal 26, no. 5 (October 2, 2023). http://dx.doi.org/10.5204/mcj.3003.

Full text
Abstract:
Magic and art are products of human connection with the universe, offering answers to questions of meaning and working in interstices between fiction and reality. Magic can and does permeate all forms of media and is depicted as both entertaining and dangerous, as shaping world views, and as practised by a vast array of individuals and groups across cultures. Creative practices in cinema, radio, and installation art suggest that deceptive illusions created through magic techniques can be an effective means of creating compelling and engaging media experiences. It is not surprising, then, that in contemporary art forms involving mixed media and mixed (or augmented) reality the study of magic can offer valuable insights into how technologies mediate audience experiences and how artists can manipulate audience perceptions. Despite art often being described as ‘magical’ (Jones; Charlesworth), there is limited scholarly research applying the philosophical and socio-cultural construct of magic to contemporary art, leaving much to explore with regard to the intersections between magic and art. Scholars and artists have instead preferred to draw from more established bodies of theory in theatre and performance studies (Laurel), cinema (Marsh), and narrative (Murray). This article hones in on that intersection by applying the understudied principles and techniques of magicians to the interpretation and analysis of artworks by Canadian artists Janet Cardiff and George Bures Miller. Making ‘magic’ here is not about the supernatural but refers to the refined practice of ‘doing tricks’, developed over thousands of years across many cultures. The aim of this article therefore is to introduce the reader to two interactive artworks through the lens of magic. Through these examples, we demonstrate the direct correlations between the principles of illusion in magic and media-based illusions in art, inviting the recognition of common ground between the equally niche spheres of magicians and contemporary artists. Cardiff and Miller are a well-known contemporary artist duo whose work exemplifies trends in audio-based performance work (Collins) and site specificity (Ross). However, their work is not generally analysed through the lens of magic. Here, we focus on it as ‘mixed reality’ art, specifically ‘augmented reality’ (in contrast to augmented virtuality), a concept that was defined by Milgram and Kishino as any case in which an otherwise real environment is ‘augmented’ by means of virtual (computer graphic) objects. Since the introduction of these terms—‘mixed reality’ and ‘augmented reality’—technologies have made many leaps across innumerable modes of media. Yet their distinction remains useful to categorise artworks and describe any mixed reality approaches that work towards “the existence of a combined pair of a real and virtual space”. In augmented reality, while “the visual as the dominant mode of perception and integration of real and virtual space” (Strauss, Fleischmann et al.), sound can be used for sensory immersion, and to play tricks on the minds of audiences. These distinctions are often critical in discussions of art, especially when “illusion plays a crucial role as it makes permeable the perceptual limit between the represented objects and the material spaces we inhabit” (Avram). Mixed reality artworks often make unique combinations of audio-visual elements, and sometimes activate other senses such as tactile and olfactory. In these works, artists use illusion to connect the embodied experience of the audience members to the electronically mediated experience of their design, which brings us back to magic. Introduction to Conjuring and Deception It is worthwhile to briefly visit the key principles of magic that most clearly tie together conjuring and mixed reality artworks: framing context, consistency, continuity, conviction, justification, surprise, and disguise. These principles are routinely used in combination by magicians to deceive audiences and are commonly referred to under the umbrella term of ‘misdirection’, defined as “that which directs the audience towards the effect and away from the method” (Lamont and Wiseman 3). Conjuring consists of “creating illusions of the impossible” (Nelms), which are comprised of a method (how the trick is achieved) and an effect (what the audience perceives). The principles that form the foundation of conjuring are centred on the creation of illusions in a theatrical context, either on stage or via close-up magic. Think of the famous genius pair of stage magicians Penn & Teller and their blockbuster magic competition television series Fool Us. Now research has revealed how these techniques can also be examined in a broader context than entertainment and across many scholarly disciplines. This research has occurred within the fields of cognitive science (Macknik et al.; Macknik & Martinez-Conde; Macknik, Martinez-Conde, et al.), psychology (Polidoro; Tatler and Kuhn) and interaction design (de Jongh Hepworth; Marchak; Tognazzini). These investigations demonstrate the significance and value of techniques drawn from conjuring across various fields. Indeed, as Macknik states, “there are specific cases in which the magician’s intuitive knowledge is superior to that of the neuroscientist” (Macknik, Mac King, et al.). A successful magic trick requires the audience to experience the effect while unaware of the method (Lamont and Wiseman). Examining the creation of illusions in terms of method and effect is not only applicable to conjuring but also resonates with other forms of media that rely on suspension of disbelief. For example, in the context of cinema, the audience should be engaged with the content on the screen rather than the presentation apparatus. In virtual environments, the aim of the developer is also generally to ensure that the user experiences the effect (immersion in the virtual world) while suppressing awareness of the medium (method). In conjuring, many approaches to deception rely on indirect reinforcement in which a situation is implied rather than stated. When magician and theorist Dariel Fitzkee describes conjuring, he suggests that implication is effective because it “seems to the spectator to be a voluntary decision on his part, uninfluenced by the magician. It is also stronger because such conclusions, reached in this manner, do not seem to be of particular importance to the performer” (97). Both these elements significantly increase conviction, reduce suspicion and are very relevant to the technique of ‘suspending disbelief’ often applied to cinema. Through suggestion, the filmmakers ensured that viewers who themselves had previously constructed a false frame would readily interpret the film document as authentic, so long as the experience did not drastically deviate from expectations. This form of deception is evident in two works by Cardiff and Miller that rely primarily on sound in careful combination with visual and spatial elements to create ambiguous elements that can make the audience question what is real and virtual. The Paradise Institute (Cardiff and Miller) and Walks (Cardiff 1991–2006) utilise the process of binaural recording whereby two microphones are placed inside the ears of a dummy head to convey realistic spatial sound simulations via headphone playback. Next, we look at these artworks as a mode of conjuring taking up methods and desired effects of the art of magic. The Paradise Institute The Paradise Institute was originally produced for the 2001 Canadian Pavilion at the Venice Biennale. The work draws on the language and experience of cinema, creating a film-like experience using the illusory principles of magic. To experience the work, viewers approach a simple plywood pavilion, mount a set of stairs, and enter. We first experienced The Paradise Institute at PS1 Gallery, New York in 2001. The first illusion in a series is that this tiny dimly lit interior, complete with red carpet and two rows of velvet-covered seats, is an actual theatre. Once seated, we peer over the balcony onto a miniature replica of a grand old movie theatre created with techniques of hyper-perspective (accentuated depth and extreme angles as in a theatre set). Then we put on the headphones provided, and the projection begins. Beyond the perceptual illusion of the theatre space itself, the primary illusionary device is sound design that combines audio from the fragmented narrative depicted on screen with simulated sounds from the theatre audience. This technique is analogous to offscreen sound in cinema (Davies). Several stories run simultaneously. There is the ‘visual film’ and its accompanying soundtrack; layered over this is the ‘aural action’ of a supposed audience. The film is a mix of genres: part noir, part thriller, part sci-fi, and part experimental. What is more particular about the installation is the personal binaural surround sound that every individual in the audience experiences through the headphones. The sense of isolation each person might feel is disrupted by intrusions seemingly coming from inside the theatre. A mobile phone belonging to a member of the audience rings. A close ‘female friend’ whispers intimately in your ear: “Did you check the stove before we left?” Fiction and reality become intermingled as absorption in the film is suspended, and other realities flow in. Not knowing what to believe, you hear a collage of sounds from the soundtrack of the film you are watching, as well as from people sitting beside you. Was that really a cell phone? At one point the characters you have watched on the screen are talking behind you. (Christov-Bakargiev and Cardiff 151) The multi-layered acoustic space combines chattering and rustling from the virtual audience members seated around you, characters from the film that are sporadically transported to the objective position of the audience, all co-existing with the soundtrack of the film itself. This complex layering of sound, combined with the live ambience, creates a mixed reality environment in which the various virtual elements constantly intrude upon the audience’s perception of reality. The artists conjure an audience and theatre which are not in fact there, but the illusion is so seamless, that your perception combines reality and mediated experience. One of the principles of effective illusions within magic is the capacity to reduce suspicion during the presentation. The work effectively achieves this through a variety of methods. The most compelling aspects of the deception are the intimate conversations and incidental sounds created by the virtual audience members, particularly those seated behind you (as the source cannot be immediately verified). You cannot see, feel, smell, or touch other audience members, but you can hear them. The content is perceived as familiar (therefore suspicion regarding its veracity is reduced), and even within the hyper-real context of the microcinema, irresistibly compelling. The mechanics of the work effectively support the illusion. The installation provides a controlled acoustic space, and volume levels can be precisely adjusted. The layered sound design further assists in masking deficiencies in the technical process in much the same manner as the use of atmospheres and music in a film soundtrack. These characteristics assist in establishing a palpable simulation of acoustic reality. In The Paradise Institute, rather than place the audience in a passive position in relation to their work, Cardiff and Miller use spatial sound as a means of active engagement: “I want people to be inside the filmic experience… I want the pieces to be disconcerting in several ways so that the audience can’t just forget about their bodies for the duration of their involvement, like we do in film” (Beil and Mari 78). Walks Janet Cardiff and George Bures Miller designed 24 audio and video walks between 1996 and 2019. Like magicians executing conjuring tricks, the artists use the affordances of electronic media to reveal an alternate reality. The walks, like conjuring tricks, manipulate your perceptions of reality through illusion. The walks are between five minutes and one hour long. As the artists write on their Website, the audio playback is layered with various background sounds all recorded in binaural audio which gives the feeling that those recorded sounds are present in the actual environment. In a video walk, viewers are provided with a video screen which they use to follow a film recorded in the past along the same route they are traversing in the present. Also using binaural microphones and edited to create a sense of continuous motion, the fictional world of the film blends seamlessly with the reality of the architecture and body in motion. The perceptive confusion is deepened by the dream-like narrative elements that occur in the pre-recorded film. Audience members are given a listening device and headphones at the beginning of the walk, similar to the experience of using an audio guide in a museum. At a predefined location, the audience member presses play and is guided by Cardiff’s voice narrating events that occur along a route through the physical environment. Instructions are integrated within a narrative soundscape that shapes the audiences’ perceptions of their immediate environment. The importance of this hybrid reality is highlighted by Cardiff’s own description of the work: “the sound of my footsteps, traffic, birds, and miscellaneous sound effects that have been pre-recorded on the same site as they are being heard … . The virtual recorded soundscape has to mimic the real physical one in order to create a new world as a seamless combination of the two” (Cardiff and Miller). All the walks are recorded as a spatially encoded binaural soundscape, created using microphones fitted to both ears of a mannequin. The intent is that the recording perfectly replicates the sensation of listening with two human ears. Listening back through headphones, the recording feels as ‘live’ as possible. During playback, the audience experiences the illusion of being in the same room as Cardiff’s voice and other sounds in the recording. They perceive a realistic multi-layered sonic environment comprised of the actual acoustic space they inhabit (via aural transparency of the headphones), artefacts from the same environment at a prior time, and narration provided by Cardiff’s voice, all interwoven with creative sound design. Unlike The Paradise Institute, audience members can adjust the playback level, and hence, the mix between the real and virtual elements. In other words, they may be able to hear the sound of their own footsteps or breathing in combination with the designed soundscape. Due to the intimate nature of the binaural recordings (and the timbre of Cardiff’s voice), the audience has the impression that Cardiff is present, an invisible co-traveller on the journey. The walks are successful magic tricks not only because of the perceptual realism of the sonic environments they represent but also because they are narrative-driven, propelling the audience through unknown spaces and stories. The audience, on the one hand, exists in a fictional world, while on the other hand they are placed in a paradoxical position of being at times uncertain if the sound they heard was present in physical reality or was a simulation. Discussion: Reframing Fiction as Fact in an Act of Magic These works indicate how the mechanics of the illusion (in this instance, spatial sound and visual trickery) combined with plausible virtual elements can effectively reframe an experience from a fictional simulation to fact. Even if the experience is clearly framed as fiction, the appropriate use of mechanics can present stimuli that are so compellingly real that they disrupt, even if momentarily, the way the audience interprets a mediated experience, whether it is constructed as a set (in the case of The Paradise Institute) or a streetscape (in the Walks). The conjuring trick at work here, as with The Paradise Institute, is multisensory reinforcement, “the way in which a spectator’s belief about specific matters central to the effect are reinforced” (Lamont and Wiseman 69). The audience’s suspicion may be reduced if each modality works in unison to advance the illusion. For instance, the visual representation of a virtual character is reinforced by corresponding sound, and their actions are further indicated via mechanical devices in physical space. Scholars argue that the more sensory inputs in the mediated experience, the higher the degree of perceptual realism, so long as “the information from various sources is globally consistent” (Christou and Parker 53). This is because “senses do not just provide information but also serve to confirm the ‘perceptions’ of other senses” (England 168). Multisensory integration occurs innately within the individual, and, as Macknik suggests, it “is an ongoing and dynamic property of your brain that occurs outside conscious awareness” (Macknik, Martinez-Conde, et al. 104). The multimodal nature of mixed reality experiences like Cardiff and Miller’s walks provide an example of magic applied in art. Audience members’ eyes and ears are activated, convincing their brains that fiction is reality. To be clear, the artworks discussed here are technically elegant but not overly complex or dependent on technology. This is consistent with magic acts whereby sometimes a deck of cards and a small table are the only props. In conjuring, for the most part, magicians rely on “little technology more complex than a rubber band, a square of black fabric or length of thread” (Steinmeyer 7). Identifying how the adaptability of magic can also be applied to media arts is integral to understanding its power. Effects of illusion can be achieved with relatively simple methods, such as binaural recording or hyper-perspective (not to undermine the skill in such acts of magic). As with a magician’s sleight-of-hand techniques (think of a playing card being perfectly hidden up a sleeve), an accomplished media artist also needs to use techniques of illusion flawlessly. In other words, rather than being device-centric, the principles of misdirection can be applied to suit a specific purpose but must be done skilfully. This is the very reason that Cardiff and Miller’s conjuring strategies are highly adaptive and highly successful. Conclusion: When Art Is Magic, We Are All Deceived What do these examples of magic in mixed reality artworks indicate? The works discussed draw from vast lineages of creative practice, including radio, cinema, installation, and locative media. They demonstrate that applying principles of magic to the design of artworks can create convincing mediated deceptions. They also demonstrate direct correlations between the principles of illusion in magic and media-based illusions in art. Even when an event is framed as fiction, the mechanics of the illusion could make the audience believe in an alternate reality, the very foundation of magic. Just as in conjuring, Cardiff and Miller’s tricks transform an experience into an illusion via elements of showmanship such as drama and atmosphere. In art, however, unlike a conventional magic trick, there is no climactic flurry in which the alternate reality is revealed, such as pulling a rabbit out of a seemingly empty hat. Instead, if the works succeed, the illusion is sustained and virtual characters and spaces are no longer perceived as a simulation, thus bridging reality and virtuality. Janet Cardiff is walking with you, or you are sitting in a cinema. References Avram, Horea. “The Convergence Effect: Real and Virtual Encounters in Augmented Reality Art.” M/C Journal 16.6 (2013). <https://doi.org/10.5204/mcj.735>. Beil, Ralf, and Bartomeu Marí. The Killing Machine and Other Stories 1995-2007: Janet Cardiff & George Bures Miller. Hatje Cantz, Darmstadt, 2007. Cardiff, Janet, and George Bures Miller. 2023. <https://cardiffmiller.com/>. ———. “The Affective Experience of Space.” The Oxford Handbook of Sound and Image in Western Art. 2016. 214. Cardiff, Janet, George Bures Miller, and Carolyn Christov-Bakargiev. Janet Cardiff: A Survey of Works Including Collaborations with George Bures Miller. New York: PS1, 2001. Charlesworth, J.J. “The Return of Magic in Art.” Art Review 30 May 2022. <https://artreview.com/the-return-of-magic-in-art>. Collins, Rebecca Louise. “Sound, Space and Bodies: Building Relations in the Work of Invisible Flock and Atelier Bildraum.” M/C Journal 20.2 (2017). <https://doi.org/10.5204/mcj.1222>. Davies, Alexander. Magic, Mixed Realities & Misdirection. PhD Dissertation. Sydney: UNSW, 2013. Davies, Alex, and Jeffrey Koh. “Häusliches Glück: A Case Study on Deception in a Mixed Reality Environment.” Handbook of Digital Games and Entertainment Technologies. Eds. Ryohei Nakatsu, Matthias Rauterberg, and Paolo Ciancarini. Singapore: Springer Singapore, 2017. <https://doi.org/10.1007/978-981-4560-52-8_18-1>. De Jongh Hepworth, Sam. “Magical Experiences in Interaction Design.” Proceedings of the 2007 Conference on Designing Pleasurable Products and Interfaces. 2007. Fitzkee, Dariel. Magic by Misdirection. London: Ravenio, 1975. Hyman, Ray. “The Psychology of Deception.” Annual Review of Psychology 40.1 (1989): 133-154. Ishii, Hiroshi, and Brygg Ullmer. “Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms.” Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems. 1997. Jacobson, Marjory. “Janet Cardiff and George Bures Miller.” Sensorium: Embodied Experience, Technology, and Contemporary Art (2006): 56-61. Jones, Jonathon. “The Top 10 Magical Artworks” The Guardian 5 June 2014. <https://www.theguardian.com/artanddesign/2014/jun/05/top-10-magical-artworks>. Lamont, Peter, and Richard Wiseman. Magic in Theory: An Introduction to the Theoretical and Psychological Elements of Conjuring. U of Hertfordshire P, 2005. Laurel, Brenda. Computers as Theatre. Addison-Wesley, 2013. Macknik, Stephen L., et al. “Attention and Awareness in Stage Magic: Turning Tricks into Research.” Nature Reviews Neuroscience 9.11 (2008): 871-879. Macknik, Stephen L., and Susana Martinez-Conde. “A Perspective on 3-D Visual Illusions.” Scientific American Mind 19.5 (2008): 20-23. ———. “Real Magic: Future Studies of Magic Should Be Grounded in Neuroscience.” Nature Reviews Neuroscience 10.3 (2009): 241-241. Macknik, Stephen, Susana Martinez-Conde, and Sandra Blakeslee. Sleights of Mind: What the Neuroscience of Magic Reveals about Our Everyday Deceptions. New York: Henry Holt, 2010. Marchak, Frank M. “The Magic of Visual Interaction Design.” ACM SIGCHI Bulletin 32.2 (2000): 13-14. Marsh, Tim. “Presence as Experience: Film Informing Ways of Staying There.” Presence: Teleoperators & Virtual Environments 12.5 (2003): 11. ———. “Presence as Experience: Framework to Assess Virtual Corpsing.” Presence 2001: 4th International Workshop on Presence. Philadelphia, 2001. ———. “Staying There: An Activity-Based Approach to Narrative Design and Evaluation as an Antidote to Virtual Corpsing.” Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments. Amsterdam: Ios, 2003. 85-96. Milgram, Paul, and Fumio Kishino. “A Taxonomy of Mixed Reality Visual Displays.” IEICE TRANSACTIONS on Information and Systems 77.12 (1994): 1321-1329. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Updated ed. Boston: MIT P, 2017. Polidoro, Massimo. “The Magic in the Brain: How Conjuring Works to Deceive Our Minds.” Tall Tales about the Mind & Brain: Separating Fact from Fiction. Ed. Sergio Della Sala. Oxford: Oxford UP, 2007. 36-44. Ross, Christine. “Movement That Matters Historically: Janet Cardiff and George Bures Miller’s 2012 Alter Bahnhof Video Walk.” Discourse 35.2 (2013): 212-227. Strauss, Wolfgang, et al. Linking between Real and Virtual Spaces. GMD Report 75, GMD – Forschungszentrum Informationstechnik GmbH, Sienna. CID, 1999. Tatler, Benjamin W., and Gustav Kuhn. “Don’t Look Now: The Magic of Misdirection.” Eye Movements. Amsterdam: Elsevier, 2007. 697-714. Tognazzini, Bruce. “Principles, Techniques, and Ethics of Stage Magic and Their Application to Human Interface Design.” Proceedings of the INTERACT'93 and CHI'93 Conference on Human Factors in Computing Systems. 1993. 355-62.
APA, Harvard, Vancouver, ISO, and other styles
7

Reed, Darren, and Malcolm Ashmore. "The Naturally-Occuring Chat Machine." M/C Journal 3, no. 4 (August 1, 2000). http://dx.doi.org/10.5204/mcj.1860.

Full text
Abstract:
Chat: pretty basic stuff; we can all recognise it and we can all do it. Yet when we come to define chat we have to make decisions about its character. For us, chat is defined by its 'informality' (not that we are capable of defining that), not its modality. Thus it names informal textual interaction as well as informal voiced interaction: holiday postcards, letters to friends and informal emails, along with telephone and dinner table conversation. However, in Conversation Analysis (CA) -- the pre-eminent mode of 'chat analysis' -- textually produced interaction is not considered an altogether appropriate topic, and 'textual CA' remains marginal at best (McHoul; Nelson; Mulkay). According to CA, conversation (or 'talk-in-interaction') is the primordial mode of social interaction. As a practice, ordinary talk is not considered by its practitioners to be particularly skilled (presumably because it is so basic, so pervasive, so ordinary); yet CA shows it to be a precision instrument, wielded by maestros. Subtle, nuanced and highly sensitive; yet structured, normative and accountable; it displays "order at all points" (Sacks 22), yet is entirely improvised. Moreover, the doing of talk produces and reproduces all the supposedly 'external' phenomena of the socio-psychological sciences: persons, interaction, groups, membership categories (class/gender/ethnicity), the 'sense of social structure' and ultimately society itself. For CA, 'naturally-occurring ordinary conversation' is at once the most mundane and the most consequential social phenomenon (Boden & Zimmerman; Silverman; Hutchby & Wooffitt). Part of our aim is to provoke a reconsideration of the marginal status of textually conducted interaction as a proper topic for CA. We do this by comparing two forms of CA and their corresponding data -- the CA of face-to-face conversations and the CA of Internet newsgroup messages (for the latter, see Reed, "Being 'OTP'"; Reed, "Newsgroups"; for other insider commentaries and critiques of CA practices, see Anderson and Sharrock; Bogen). The main axis of comparison between the two forms of analysis is the relevant procedures that each uses to produce its data; and in particular, the subset of these we call 'machinic-productive processes' (see Table 1). If we concentrate on the two heavily outlined boxes which list each mode's machinic-productive processes we can note first that these processes are assigned to different actors: for the CA of conversation, they are the task of the analyst, whereas for the CA of newsgroup messages, they belong to the participants. Newsgroup Messages The machinic-productive processes required to transform newsgroup messages into data for CA are carried out, pre-analytically, by newsgroup participants as an integral part of their practice. Note that the term 'participants' includes many more 'actants' than just message writers. There are other humans, mainly message readers of various kinds (active readers/writers, passive read-only 'lurkers', and, sometimes, policing readers known as 'moderators'). And crucially, there are various nonhumans too (computers, newsreading and archival/retrieval software, electronic networks); see, for the participation of nonhumans in social arrangements, Latour; and for 'actor network theory' generally, Law & Hassard. The threadedness and retrievability process sorts and juxtaposes messages with mutual reference and relevance into interactional streams known as 'threads'. Newsreading and archival/retrieval software produce a visible display of the topical and temporal relations between the messages that comprise a newsgroup. Thus the (human) newsgroup reader, and of course the analyst, is presented with pre-formed sequences of messages. This is how, at the inter-message level, the interactional character of newsgroups is built; without which, they would not be available as potential data for CA with its overriding interest in interaction. A more technical result of this machinic-productive process is the (temporary) preservation of a set of publicly-available messages. The process of textual composition and editing includes the set of co-operative procedures carried out by message writers and message-writing software. For example, messages with a 'conversational' character can be formed by the insertion of new text into edited portions of the prior message(s) automatically generated by the software's 'reply' command (for a detailed analysis of this practice, see Reed, "Sequential Integrity"). This, then, is one way that the interactional character of newsgroups is produced at the intra-message level. A further, very basic, product of this second machinic-productive process is, quite simply, text. Conversations The analyst of conversations has more (initial) work to do than has the analyst of newsgroup messages. She has to transform the raw material of some bit(s) of talk in the world into something useable, i.e. data. This involves, among other things, the machinic-productive processes of recording and transcribing. These processes are 'machinic' in that they are technologically mediated, requiring the use of audio/video recording machines and codified transcription systems. They are 'productive' because their use results in something new, something that is qualitatively distinct from the (supposedly) 'naturally-occurring' object that is said to be this novel object's original and model. Recording transforms a private, participants-only piece of talk into one that is overheard: the researcher has conjoined the interested parties; the talk has been bugged. In addition, recording transforms an ephemeral 'been and gone' occasion into a 'frozen moment', preserved out of time. Recording, then, like the machinic practices in newsgroup message production, de-privatises and preserves. These are large and consequential transformations. For example, they enable a continual return to the data for re-listening, re-hearing and possibly re-transcription (for a critique of the 'return to the data' trope, see Ashmore and Reed). Discussions of the practices of recording talk (or of its productive effects) are noticeably absent from the primary and secondary literature of CA (see, for example, Pomerantz and Fehr; Hutchby and Wooffitt; Silverman). This is not accidental. It is one aspect of a distinctive attitude in CA to its materials, as encapsulated by Harvey Sacks in the following, much quoted, comment: I started to work with tape-recorded conversations. Such materials had a single virtue, that I could replay them. I could transcribe them somewhat and study them extendedly. (Sacks 26) Let us simply note the criteria for adequate data implied here: the data must be portray-able as 'accidentally', or 'irrelevantly' collected. the data must be record-able and re-playable. the data must be transcribe-able. the data must be re-study-able. For data to be usable for CA, they must become 'independent objects' detached from their specific origins. This is achieved through their (unattended-to) availability to the machinic recording and transcription processes. Adequate data must have this 'machinic potential'. The most basic consequence of transcribing is a shift in modality from sound to text. In itself, a text is more distributable, more publicly-available than a tape. Because the transcript is a result of 'hearing work' done on the tape, it also acts as a public display of the analyst's otherwise private and subjective understandings. The particular practice of transcription used in CA is codified -- indeed, frequently capitalised -- as The [Gail] Jefferson Transcription System. A properly formulated CA transcript is not, to the uninitiated, easy to read, being full of abstruse symbols and replete with details of pauses, overlaps and false starts; the features which are usually written out of other transcriptions of talk. To the cognoscenti, however, it is precisely these elements which not only 'speak CA' but also act to produce and display the naturally-occurring character of the data. The more complex the visual 'look' of a CA transcript, and thus the more worked-up it is, the more we are persuaded of its pristine origin, 'untouched by analyst's hand'. Conclusion For mainstream CA, newsgroup messages look unpromising as material for analysis. This is because, we are arguing, they do not require the analyst to engage in the data-production processes we have outlined in our discussion of the recording and transcription of conversations. That is, the procedures needed to transform newsgroup interaction into data for analysis are less 'radical' than those needed for conversations. Newsgroup messages are, as it were, pre-'recorded' and pre-'transcribed' as an inherent part of their production: they are already public, already preserved and, of course, already text. It is our strong impression that one source of the perceived inadequacy of newsgroup material in and for CA, is a distaste for its evidently 'machinic' character; it seems to lack the stamp of a fully human origin, it seems too 'artificially occurring'. Yet, ironically, in one sense of the 'naturally occurring' criterion, newsgroup data would appear to be clearly superior to conversation. In that their worked-up, machinic character is the result of participants' work, they are considerably less mediated, more 'natural' than recorded and transcribed conversations. For the CA of conversation, we are arguing that, far from having its origin, its model, and its validation in some naturally-occurring, real-time, real-world, locally-specific occasion(s) of talk, its object only becomes recognisable as 'conversation' as a result of the machinic-productive processes we have described. All the things that, for CA, are definitional of conversation -- sequence, turn taking, adjacency pairs and the like -- gain their reality by being worked-up from data made in this way. This is equally true for the CA of newsgroups; in both domains, their respective machinic-productive processes function to manufacture chat. However, in the CA of talk, they produce something else: the myth of an unmediated origin. In formulating conversation as a naturally-occurring phenomenon, their own productive work in so doing is systematically obfuscated. The newly man-and-machine made object erases its original and replaces it with ... itself. References Anderson, R.J., and W.W. Sharrock. "Analytic Work: Aspects of the Organization of Conversational Data." Journal for the Theory of Social Behaviour 14.1 (1984): 103-24. Ashmore, M., and D. Reed. "Hearing Transcripts, Reading Tapes: The Rhetoric of Method in Conversation Analysis." Submitted to Forum Qualitative Research 1.3 (2000). Boden, D., and D.H. Zimmerman, eds. Talk and Social Structure: Studies in Ethnomethodology and Conversation Analysis. Cambridge, UK: Polity Press, 1991. Bogen, D. "The Organization of Talk." Qualitative Sociology 15 (1992): 273-96. Hutchby, I., and R. Wooffitt. Conversation Analysis: Principles, Practices and Applications. Oxford: Polity Press (UK and Europe), Blackwell Publishers Inc (USA), 1998. Latour, B. "Where Are the Missing Masses? Sociology of a Few Mundane Artefacts." Shaping Technology, Building Society: Studies in Sociotechnical Change. Eds. W. Bijker and J. Law. Cambridge, Mass.: MIT P, 1992. 225-58. Law, J., and J. Hassard, eds. Actor Network Theory and After. Oxford and Keele: Blackwell and the Sociological Review, 1998. McHoul, A.W. "An Initial Investigation of the Usability of Fictional Conversation for Doing Conversational Analysis." Semiotica 67 (1987): 83-104. Mulkay, M. "Conversations and Texts: Structural Sources of Dialogic Failure." The Word and the World: Explorations in the Form of Sociological Analysis. London: Allen & Unwin, 1985. 79-102. Nelson, C.K. "Ethnomethodological Positions on the Use of Ethnographic Data in Conversation Analytic Research." Journal of Contemporary Ethnography 23 (1994): 307-29. Pomerantz, A., and B.J. Fehr. "Conversation Analysis: An Approach to the Study of Social Action as Sense Making Practices." Discourse as Social Interaction. Ed. T.A. Van Dijk. London: Sage, 1997. Reed, D. "Being 'OTP' in an 'OTP' (Off The Point in an Off Topic Post): The Subversion of Information in Newsgroup Participation." Presented at the British Psychological Society, Social Psychology Section Annual Conference, 1999. ---. "Newsgroups and the Telling of Netiquette." WebTalk: Writing as Conversation. Ed. D. Penrod. Hillsdale, NJ: Lawrence Erlbaum, forthcoming. ---. "Sequential Integrity and the Local Management of Interaction: Newsgroups and the Technology of Interaction." Submitted to HICSS (forthcoming). Sacks, H. "Notes on Methodology." Structures of Social Action: Studies in Conversation Analysis. Eds. J.M. Atkinson and J.C. Heritage. Cambridge, UK: Cambridge UP, 1984. 21-7. Silverman, D. Harvey Sacks: Social Science and Conversation Analysis. Oxford: Polity Press, 1998. Citation reference for this article MLA style: Darren Reed, Malcolm Ashmore. "The Naturally-Occurring Chat Machine." M/C: A Journal of Media and Culture 3.4 (2000). [your date of access] <http://www.api-network.com/mc/0008/machine.php>. Chicago style: Darren Reed, Malcolm Ashmore, "The Naturally-Occurring Chat Machine," M/C: A Journal of Media and Culture 3, no. 4 (2000), <http://www.api-network.com/mc/0008/machine.php> ([your date of access]). APA style: Darren Reed, Malcolm Ashmore. (2000) The naturally-occurring chat machine. M/C: A Journal of Media and Culture 3(4). <http://www.api-network.com/mc/0008/machine.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
8

Broeckmann, Andreas. "Minor Media - Heterogenic Machines." M/C Journal 2, no. 6 (September 1, 1999). http://dx.doi.org/10.5204/mcj.1788.

Full text
Abstract:
1. A Minor Philosopher According to Guattari and Deleuze's definition, a 'minor literature' is the literature of a minority that makes use of a major language, a literature which deterritorialises that language and interconnects meanings of the most disparate levels, inseparably mixing and implicating poetic, psychological, social and political issues with each other. In analogy, the Japanese media theorist Toshiya Ueno has refered to Félix Guattari as a 'minor philosopher'. Himself a practicing psychoanalyst, Guattari was a foreigner to the Grand Nation of Philosophy, whose natives mostly treat him like an unworthy bastard. And yet he has established a garden of minor flowers, of mongrel weeds and rhizomes that are as polluting to philosophy as Kafka's writing has been to German literature (cf. Deleuze & Guattari, Kafka). The strategies of 'being minor' are, as exemplified by Guattari's writings (with and without Deleuze), deployed in multiple contexts: intensification, re-functionalisation, estrangement, transgression. The following offers a brief overview over the way in which Guattari conceptualises media, new technologies and art, as well as descriptions of several media art projects that may help to illustrate the potentials of such 'minor machines'. Without wanting to pin these projects down as 'Guattarian' artworks, I suggest that the specific practices of contemporary media artists can point us in the direction of the re-singularising, deterritorialising and subjectifying forces which Guattari indicated as being germane to media technologies. Many artists who work with media technologies do so through strategies of appropriation and from a position of 'being minor': whenever a marginality, a minority, becomes active, takes the word power (puissance de verbe), transforms itself into becoming, and not merely submitting to it, identical with its condition, but in active, processual becoming, it engenders a singular trajectory that is necessarily deterritorialising because, precisely, it's a minority that begins to subvert a majority, a consensus, a great aggregate. As long as a minority, a cloud, is on a border, a limit, an exteriority of a great whole, it's something that is, by definition, marginalised. But here, this point, this object, begins to proliferate ..., begins to amplify, to recompose something that is no longer a totality, but that makes a former totality shift, detotalises, deterritorialises an entity.' (Guattari, "Pragmatic/Machinic") In the context of media art, 'becoming minor' is a strategy of turning major technologies into minor machines. a. Krzysztof Wodiczko (PL/USA): Alien Staff Krzysztof Wodiczko's Alien Staff is a mobile communication system and prosthetic instrument which facilitates the communication of migrants in their new countries of residence, where they have insufficient command of the local language for communicating on a par with the native inhabitants. Alien Staff consists of a hand-held staff with a small video monitor and a loudspeaker at the top. The operator can adjust the height of the staff's head to be at a level with his or her own head. Via the video monitor, the operator can replay pre-recorded elements of an interview or a narration of him- or herself. The recorded material may contain biographical information when people have difficulties constructing coherent narratives in the foreign language, or it may include the description of feelings and impressions which the operator normally doesn't get a chance to talk about. The Staff is used in public places where passers-by are attracted to listen to the recording and engage in a conversation with the operator. Special transparent segments of the staff contain memorabilia, photographs or other objects which indicate a part of the personal history of the operator and which are intended to instigate a conversation. The Alien Staff offers individuals an opportunity to remember and retell their own story and to confront people in the country of immigration with this particular story. The Staff reaffirms the migrant's own subjectivity and re-singularises individuals who are often perceived as representative of a homogenous group. The instrument displaces expectations of the majority audience by articulating unformulated aspects of the migrant's subjectivity through a medium that appears as the attractive double of an apparently 'invisible' person. 2. Mass Media, New Technologies and 'Planetary Computerisation' Guattari's comments about media are mostly made in passing and display a clearly outlined opinion about the role of media in contemporary society: a staunch critique of mass media is coupled with an optimistic outlook to the potentials of a post-medial age in which new technologies can develop their singularising, heterogenic forces. The latter development is, as Guattari suggests, already discernible in the field of art and other cultural practices making use of electronic networks, and can lead to a state of 'planetary computerisation' in which multiple new subject-groups can emerge. Guattari consistently refers to the mass media with contempt, qualifying them as a stupefying machinery that is closely wedded to the forces of global capitalism, and that is co-responsible for much of the reactionary hyper-individualism, the desperation and the "state of emergency" that currently dominates "four-fifth of humanity" (Guattari, Chaosmosis 97; cf. Guattari, Drei Ökologien 16, 21). Guattari makes a passionate plea for a new social ecology and formulates, as one step towards this goal, the necessity, "to guide these capitalist societies of the age of mass media into a post-mass medial age; by this I mean that the mass media have to be reappropriated by a multiplicity of subject-groups who are able to administer them on a path of singularisation" (Guattari, "Regimes" 64). Guattari consistently refers to the mass media with contempt, qualifying them as a stupefying machinery that is closely wedded to the forces of global capitalism, and that is co-responsible for much of the reactionary hyper-individualism, the desperation and the "state of emergency" that currently dominates "four-fifth of humanity" (Guattari, Chaosmosis 97; cf. Guattari, Drei Ökologien 16, 21). Guattari makes a passionate plea for a new social ecology and formulates, as one step towards this goal, the necessity, "to guide these capitalist societies of the age of mass media into a post-mass medial age; by this I mean that the mass media have to be reappropriated by a multiplicity of subject-groups who are able to administer them on a path of singularisation" (Guattari, "Regimes" 64). b. Seiko Mikami (J/USA): World, Membrane and the Dismembered Body An art project that deals with the cut between the human subject and the body, and with the deterritorialisation of the sense of self, is Seiko Mikami's World, Membrane and the Dismembered Body. It uses the visitor's heart and lung sounds which are amplified and transformed within the space of the installation. These sounds create a gap between the internal and external sounds of the body. The project is presented in an-echoic room where sound does not reverberate. Upon entering this room, it is as though your ears are no longer living while paradoxically you also feel as though all of your nerves are concentrated in your ears. The sounds of the heart, lungs, and pulse beat are digitised by the computer system and act as parameters to form a continuously transforming 3-d polygonal mesh of body sounds moving through the room. Two situations are effected in real time: the slight sounds produced by the body itself resonate in the body's internal membranes, and the transfigured resonance of those sounds is amplified in the space. A time-lag separates both perceptual events. The visitor is overcome by the feeling that a part of his or her corporeality is under erasure. The body exists as abstract data, only the perceptual sense is aroused. The visitor is made conscious of the disappearance of the physical contours of his or her subjectivity and thereby experiences being turned into a fragmented body. The ears mediate the space that exists between the self and the body. Mikami's work fragments the body and its perceptual apparatus into data, employing them as interfaces and thus folding the body's horizon back onto itself. The project elucidates the difference between an actual and a virtual body, the actual body being deterritorialised and projected outwards towards a number of potential, virtual bodies that can, in the installation, be experienced as maybe even more 'real' than the actual body. 3. Artistic Practice Guattari's conception of post-media implies criss-crossing intersections of aesthetic, ethical, political and technological planes, among which the aesthetic, and with it artistic creativity, are ascribed a position of special prominence. This special role of art is a trope that recurs quite frequently in Guattari's writings, even though he is rarely specific about the artistic practices he has in mind. In A Thousand Plateaus, Deleuze and Guattari give some detailled attention to the works of artists like Debussy, Boulez, Beckett, Artaud, Kafka, Kleist, Proust, and Klee, and Chaosmosis includes longer passages and concrete examples for the relevance of the aesthetic paradigm. These examples come almost exclusively from the fields of performing arts, music and literature, while visual arts are all but absent. One reason for this could be that the performing arts are time-based and processual and thus lend themselves much better to theorisation of flows, transformations and differentiations. The visual arts can be related to the abstract machine of faciality (visageité) which produces unified, molar, identical entities out of a multiplicity of different singularities, assigning them to a specific category and associating them with particular social fields (cf. Deleuze & Guattari, Tausend Plateaus 167-91) This semiotic territorialisation is much more likely to happen in the case of static images, whether two- or three-dimensional, than in time-based art forms. An interesting question, then, would be whether media art projects, many of which are time-based, processual and open-ended, can be considered as potential post-medial art practices. Moreover, given the status of computer software as the central motor of the digital age, and the crucial role it plays in aesthetic productions like those discussed here, software may have to be viewed as the epitome of post-medial machines. Guattari seems to have been largely unaware of the beginnings of digital media art as it developed in the 1980s. In generalistic terms he suggests that the artist is particularly well-equipped to conceptualise the necessary steps for this work because, unlike engineers, he or she is not tied to a particular programme or plan for a product, and can change the course of a project at any point if an unexpected event or accident intrudes (cf. Guattari, Drei Ökologien 50). The significance of art for Guattari's thinking comes primarily from its close relation with processes of subjectivation. "Just as scientific machines constantly modify our cosmic frontiers, so do the machines of desire and aesthetic creation. As such, they hold an eminent place within assemblages of subjectivation, themselves called to relieve our old social machines which are incapable of keeping up with the efflorescence of machinic revolutions that shatter our epoch' (Guattari, Chaosmosis 54). The aesthetic paradigm facilitates the development of new, virtual forms of subjectivity, and of liberation, which will be adequate to these machinic revolutions. c. Knowbotic Research + cF: IO_Dencies The Alien Staff project was mentioned as an example for the re-singularisation and the virtualisation of identity, and World, Membrane and the Dismembered Body as an instance of the deterritorialisation and virtualisation of the human body through an artistic interface. The recent project by Knowbotic Research, IO_Dencies -- Questioning Urbanity, deals with the possibilities of agency, collaboration and construction in translocal and networked environments. It points in the direction of what Guattari has called the formation of 'group subjects' through connective interfaces. The project looks at urban settings in different megacities like Tokyo, São Paulo or the Ruhr Area, analyses the forces present in particular local urban situations, and offers experimental interfaces for dealing with these local force fields. IO_Dencies São Paulo enables the articulation of subjective experiences of the city through a collaborative process. Over a period of several months, a group of young architects and urbanists from São Paulo, the 'editors', provided the content and dynamic input for a database. The editors collected material (texts, images, sounds) based on their current situation and on their personal urban experience. A specially designed editor tool allowed the editors to build individual conceptual 'maps' in which to construct the relations between the different materials in the data-pool according to the subjective perception of the city. On the computational level, connectivities are created between the different maps of the editors, a process that is driven by algorithmic self-organisation whose rules are determined by the choices that the editors make. In the process, the collaborative editorial work in the database generates zones of intensities and zones of tension which are visualised as force fields and turbulences and which can be experienced through interfaces on the Internet and at physical exhibition sites. Participants on the Net and in the exhibition can modify and influence these electronic urban movements, force fields and intensities on an abstract, visual level, as well as on a content-based, textual level. This engagement with the project and its material is fed back into the database and influences the relational forces within the project's digital environment. Characteristic of the forms of agency as they evolve in networked environments is that they are neither individualistic nor collective, but rather connective. Whereas the collective is determined by an intentional and empathetic relation between agents within an assemblage, the connective rests on any kind of machinic relation and is therefore more versatile, more open, and based on the heterogeneity of its components or members. In the IO_Dencies interfaces, the different networked participants become visible for each other, creating a trans-local zone of connective agency. The inter-connectedness of their activities can be experienced visually, acoustically, and through the constant reconfiguration of the data sets, an experience which can become the basis of the formation of a specific, heterogeneous group subject. 4. Guattari's Concept of the Machinic An important notion underlying these analyses is that of the machine which, for Guattari, relates not so much to particular technological or mechanical objects, to the technical infrastructure or the physical flows of the urban environment. 'Machines' can be social bodies, industrial complexes, psychological or cultural formations, they are assemblages of heterogeneous parts, aggregations which transform forces, articulate and propel their elements, and force them into a continuous state of transformation and becoming. An important notion underlying these analyses is that of the machine which, for Guattari, relates not so much to particular technological or mechanical objects, to the technical infrastructure or the physical flows of the urban environment. 'Machines' can be social bodies, industrial complexes, psychological or cultural formations, they are assemblages of heterogeneous parts, aggregations which transform forces, articulate and propel their elements, and force them into a continuous state of transformation and becoming. d. Xchange Network My final example is possibly the most evocative in relation to Guattari's notions of the polyvocity and heterogenesis that new media technologies can trigger. It also links up closely with Guattari's own engagement with the minor community radio movement. In late 1997, the E-Lab in Riga initiated the Xchange network for audio experiments on the Internet. The participating groups in London, Ljubljana, Sydney, Berlin, and many other minor and major places, use the Net for distributing their original sound programmes. The Xchange network is "streaming via encoders to remote servers, picking up the stream and re-broadcasting it purely or re-mixed, looping the streams" (Rasa Smite). Xchange is a distributed group, a connective, that builds creative cooperation in live-audio streaming on the communication channels that connect them. They explore the Net as a sound-scape with particular qualities regarding data transmission, delay, feedback, and open, distributed collaborations. Moreover, they connect the network with a variety of other fields. Instead of defining an 'authentic' place of their artistic work, they play in the transversal post-medial zone of media labs in different countries, mailing lists, net-casting and FM broadcasting, clubs, magazines, stickers, etc., in which 'real' spaces and media continuously overlap and fuse (cf. Slater). 5. Heterogenic Practices If we want to understand the technological and the political implications of the machinic environment of the digital networks, and if we want to see the emergence of the group subjects of the post-media age Guattari talks about, we have to look at connectives like Xchange and the editor-participant assemblages of IO_Dencies. The far-reaching machinic transformations which they articulate, hold the potential of what Guattari refers to as the 'molecular revolution'. To realise this revolution, it is vital to "forge new analytical instruments, new concepts, because it is ... the transversality, the crossing of abstract machines that constitute a subjectivity and that are incarnated, that live in very different regions and domains and ... that can be contradictory and antagonistic". For Guattari, this is not a mere theoretical question, but one of experimentation, "of new forms of interactions, of movement construction that respects the diversity, the sensitivities, the particularities of interventions, and that is nonetheless capable of constituting antagonistic machines of struggle to intervene in power relations" (Guattari, "Pragmatic/Machinic" 4-5). The implication here is that some of the minor media practices pursued by artists using digital technologies point us in the direction of the positive potentials of post media. The line of flight of such experimentation is the construction of new and strong forms of subjectivity, "an individual and/or collective reconstitution of the self" (Guattari, Drei Ökologien 21), which can strengthen the process of what Guattari calls "heterogenesis, that is a continuous process of resingularisation. The individuals must, at the same time, become solidary and ever more different" (Guattari, Drei Ökologien 76). References Deleuze, Gilles, and Felix Guattari. Kafka: Pour une Litterature Mineur. Paris: Ed. de Minuit, 1975. ---. Tausend Plateaus. (1980) Berlin: Merve, 1992. Guattari, Félix. Cartographies Schizoanalytiques. Paris: Ed. Galilée, 1989. ---. Chaosmosis: An Ethico-Aesthetic Paradigm. (1992) Sydney: Power Publications, 1995. ---. Die drei Ökologien. (1989) Wien: Passagen Verlag, 1994. ---. "Pragmatic/Machinic." Discussion with Guattari, conducted and transcribed by Charles J. Stivale. (1985) Pre/Text 14.3-4 (1995). ---. "Regimes, Pathways, Subjects." Die drei Ökologien. (1989) Wien: Passagen Verlag, 1994. 95-108. ---. "Über Maschinen." (1990) Schmidgen, 115-32. Knowbotic Research. IO_Dencies. 1997-8. 11 Sep. 1999 <http://io.khm.de/>. De Landa, Manuel. "The Machinic Phylum." Technomorphica. Eds. V2_Organisation. Rotterdam: V2_Organisation, 1997. Mikami, Seiko. World, Membrane and the Dismembered Body. 1997. 11 Sep. 1999 <http://www.ntticc.or.jp/permanent/mikami/mikami_e.php>. Schmidgen, Henning, ed. Ästhetik und Maschinismus: Texte zu und von Félix Guattari. Berlin: Merve, 1995. ---. Das Unbewußte der Maschinen: Konzeptionen des Psychischen bei Guattari, Deleuze und Lacan. München: Fink, 1997. Slater, Howard. "Post-Media Operators." Nettime, 10 June 1998. 11 Sep. 1999 <http://www.factory.org>. Wodiczko, Krzysztof. 11 Sep. 1999 <http://cavs.mit.edu/people/kw.htm>. Xchange. 11 Sep. 1999 <http://xchange.re-lab.net>. (Note: An extended, Dutch version of this text was published in: Oosterling/Thissen, eds. Chaos ex Machina: Het ecosofisch Werk van Félix Guattari op de Kaart Gezet. Rotterdam: CFK, 1998. Citation reference for this article MLA style: Andreas Broeckmann. "Minor Media -- Heterogenic Machines: Notes on Félix Guattari's Conceptions of Art and New Media." M/C: A Journal of Media and Culture 2.6 (1999). [your date of access] <http://www.uq.edu.au/mc/9909/minor.php>. Chicago style: Andreas Broeckmann, "Minor Media -- Heterogenic Machines: Notes on Félix Guattari's Conceptions of Art and New Media," M/C: A Journal of Media and Culture 2, no. 6 (1999), <http://www.uq.edu.au/mc/9909/minor.php> ([your date of access]). APA style: Andreas Broeckmann. (1999) Minor Media -- Heterogenic Machines: Notes on Félix Guattari's Conceptions of Art and New Media. M/C: A Journal of Media and Culture 2(6). <http://www.uq.edu.au/mc/9909/minor.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
9

Munster, Anna. "Love Machines." M/C Journal 2, no. 6 (September 1, 1999). http://dx.doi.org/10.5204/mcj.1780.

Full text
Abstract:
A new device, sure to inspire technological bedazzlement, has been installed in Hong Kong shopping malls. Called simply The Love Machine, it functions like a photo booth, dispensing on-the-spot portraits1. But rather than one subject, it requires a couple, in fact the couple, in order to do its work of digital reproduction. For the output of this imaging machine is none other than a picture of the combined features of the two sitters, 'morphed' together by computer software to produce a technological child. Its Japanese manufacturers, while obviously cashing in on the novelty value, nevertheless list the advantage it allows for future matrimonial selection based around the production of a suitable aesthetic. Needless to say, the good citizens of Hong Kong have not allowed any rigid criteria for genetic engineering to get in the way of the progeny such a machine allows, creating such monstrous couplings as the baby 'cat-human', achieved by a sitter coupling with their pet. Rather than being the object of love here, technology acts as the conduit of emotion, or stronger still, it is the love relation itself, bringing the two together as one. What I want to touch upon is the sense in which a desire for oneness inhabits our relations to and through the technological. There is already an abundance of literature around the erotics of cyberspace, documenting and detailing encounters of virtual sex fantasies and romance. As well, there are more theoretical attempts to come to terms with what Michael Heim describes as the "erotic ontology of cyberspace" (59). Heim depicts these encounters not as a ravaging desire gone wild, sprouting up in odd places or producing monstrous offspring, but in homely and familial terms. Finally with the computer as incarnation of the machine, our love for technology can cease its restless and previously unfulfilled wanderings and find a comfortable place. What is worth pausing over here is the sense in which the sexual is subjugated to a conjugal and familial metaphor, at the same time as desire is modelled according to a metaphysics of fullness and lack. I would argue that in advancing this kind of love relation with the computer and the digital, the possibility of a relation is actually short-circuited. For a relation assumes the existence of at least two terms, and in these representations, technology does not figure as a second term. It is either marked as the other, where desire finds a soul mate to fill its lack. Or the technological becomes invisible, subsumed in a spiritual instrumentalism that sees it merely forging the union of cybernetic souls. I would suggest that an erotic relation with the technological is occluded in most accounts of the sexual in cyberspace and in many engagements with digital technologies. Instead we are left with a non-relational meeting of the same with itself. We might describe the dominant utilisation of the technological as onanistic. Relations of difference could be a productive effect of the technological, but are instead culturally caught up within an operational logic which sees the relational erotic possibilities of the machinic eliminated as sameness touches itself. I want to point towards some different models for theorising technology by briefly drawing upon the texts of Félix Guattari and Avital Ronell. These may lead to the production of a desiring relation with technology by coupling the machine with alterity. One of several climatic scenes from the 'virtual sex' movie Strange Days, directed by Katherine Bigelow, graphically illustrates the onanistic encounter. Set on the eve of the new millennium, the temporality of the film sets up a feeling of dis-ease: it is both futuristic and yet only too close. The narrative centres on the blackmarket in ultimate VR: purchasing software which allows the user, donning special headgear, to re-experience recorded memories in other peoples' lives. An evil abuser of this technology, known until the end of the film as an anonymous male junkie, is addicted to increasingly frequent hits of another's apperception. In his quest to score above his tolerance level, the cyber-junkie rapes a prostitute, but instead of wearing the headgear used to record his own perception of the rape, he forces the woman to put it on making her annex her subjectivity to his experience of desire. He records her reaction to becoming an appendage to him. The effect of watching this scene is deeply unsettling: the camera-work sets up a point-of-view shot from the position of the male subject but plays it to the audience as one might see through a video view-finder, thus sedimenting an assumed cultural association between masculinity and the male gaze. What we see is the violence produced by the annihilation of another's desire; what we hear is the soundtrack of the woman mimicking the male's enjoyment of his own desire. Put simply, what we watch is a feedback loop of a particular formation of technological desire, one in which the desire of or for the other is audio-visually impeded. Ultimately the experience can be stored and replayed as a porn movie solely for future masturbation. The scene in Strange Days quite adequately summarises the obstructed and obstructive desire to go no further than masturbation caught in the defiles of feedback. Feedback is also the term used in both video and sound production when a recording device is aimed at or switched onto a device playing back the same recording. The result, in the case of video, is to create an infinite abyss of the same image playing back into itself on the monitor; in the case of sound a high-pitched signal is created which impedes further transmission. By naming the desire to fuse with the technological a feedback loop, I am suggesting that manifestations of this desire are neither productive nor connective, in that any relation to exterior or heterogeneous elements are shut out. They stamp out the flow of other desires and replay the same looping desire based around notions of fullness and lack, completion and incompletion, and of course masculinity and femininity. Mark Dery makes this association between the desire for the technological, the elision of matter and phallic modes of masculinity: This, to the masculinist technophile, is the weirdly alchemical end point of cyberculture: the distillation of pure mind from base matter. Sex, in such a context, would be purged of feminine contact -- removed, in fact, from all notions of physicality -- and reduced to mental masturbation. (121) Dery's point is a corollary to mine; in discarding the need for an embodied sexual experience, the literature and representations of cyberspace, both theoretical and fictional, endorse only a touching of the sublimated self, no other bodies or even the bodily is brought into contact. There is no shortage of evidence for the disregard embodiment holds among the doyens of cyber-architecture. Hans Moravec and Marvin Minsky, writing about Artificial Intelligence, promote a future in which pure consciousness, freed from its entanglement with the flesh, merges with the machine (Mind Children; The Society of Mind). Here the reverence shown towards digital technology enters the sublime point of a coalition where the mind is supported by some sophisticated hardware, ultimately capable of adapting and reproducing itself. There are now enough feminist critics of this kind of cyberspeak to have noticed in this fantasy of machinic fusion a replay of the old Cartesian mind/body dualism. My point, however, is that this desire is not simply put in place by a failure to rethink the body in the realm of the digital. It is augmented by the fact that this disregard for theorising an embodied experience feeds into an inability to encounter any other within the realm of the technological. We should note that this is perpetuated not just by those seeking future solace in the digital, but also by its most ardent cultural critics. Baudrillard, as one who seemingly fits this latter category, eager to disperse the notion that writers such as Moravec and Minsky propound regarding AI, is driven to making rather overarching ontological remarks about machines in general. In attempting to forestall the notion that the machine could ever become the complement to the human, Baudrillard cancels the relation of the machine to desire by cutting off its ability to produce anything in excess of itself. The machine, on his account, can be reduced to the production of itself alone; there is nothing supplementary, exterior to or differential in the machinic circuit (53). For Baudrillard, the pleasures of the interface do not even extend to the solitary vice of masturbation. Celibate machines are paralleled by celibate digital subjects each alone with themselves, forming a non-relational system. While Baudrillard offers a fair account of the solitary lack of relation produced in and by digital technologies, he nevertheless participates in reinforcing the transformation of what he calls "the process of relating into a process of communication between One and the Same" (58). He catches himself within the circulation of the very desire he finds problematic. But whether onanistic or celibate, the erotics of our present or possible relations to technology do not become any more enticing in many actual engagements with emerging technologies. Popular modes of interfacing our desires with the digital favor a particular assemblage of body and machine where a kind of furtive one-handed masturbation may be the only option left to us. I will call this the operational assemblage, borrowing from Baudrillard and his description of Virtual Man, operating and communicating across computer cables and networks while being simultaneously immobilised in front of the glare of the computer screen. An operational assemblage, whilst being efficacious, inhibits movement and ties the body to the machine. Far from the body being discarded by information technologies, the operational assemblage sees certain parts of the body privileged and territorialised. The most obvious instance of this is VR, which, in its most technologically advanced state, still only selects the eyes and the hand as its points of bodily interface. In so-called fully immersive VR experience, it is the hand, wearing a data glove, which propels the subject into movement in the virtual world, but it is a hand propelled by the subject's field of vision, computer monitors mounted in the enveloping headset. Thus the hand operates by being subjected to the gaze2. In VR, then, the real body is not somehow left behind as the subject enters a new state of electronic consciousness; rather there is a re-organisation and reterritorialisation of the hand under the operative guidance of the eye and scopic desire. This is attested to by the experience one has of the postural body schema during immersion in VR. The 'non-operational' body remaining in physical space often feels awkward and clumsy as if it is too large or cumbersome to drag around and interact in the virtual world, as if it were made virtually non-functional. The operational assemblage of a distanced eye territorialising the hand to create a loop of identity through the machine produces a desiring body which is blocked in its relational capacities. It can only touch itself as self; it cannot find itself an other or as other. Rather than encouraging the hand to break connections with the circuit of the gaze, to develop speeds, capabilities and potentials of its own, these encounters are perpetually returned to the screen and the domain of the eye. They feed back into a loop where relations to other desires, other kinds of bodies, other machines are circumvented. Looping back and returning to the aesthetic reduction performed by the Love Machine, a more lo-tech version of the two technologically contracted to one might point to the possibility of alterity that current digital machines seem keen to circumvent. At San Fransisco's Exploratorium museum one of the public points of interface with the Human Genome Project can be found3. The Exploratorium has a display set up which introduces the public to the bioinformation technology involved as well as soliciting responses to bio-ethical issues surrounding the question of genetic engineering. In the midst of this display a simple piece of glass hangs as a divider between two sides of a table. By sitting on one side of the table with a light shining from behind, one could see both a self-reflection and through the glass to whomever was sitting on the other side. The text accompanying the display encourages couples to occupy either side of the glass. What is produced for the sitter on the light side is a combination of their own reflection 'mapped' onto the features of the sitter on the other side. The text for the display encourages a judgement of the probable aesthetic outcome of combining one's genes with those of the other. I tested this display with my partner, crossing both sides of the mirror/glass. Our reactions were similar; a sensation approaching horror arose as we each faced our distorted, mirrored features as possible future progeny, a sensation akin to encountering the uncanny4. While suggesting the familiar, it also indicates what is concealed, becoming a thing not known and thus terrifying. For what was decidedly spooky in viewing a morphing of my image onto that of the other's, in the context of the surrounding bioinformatic technologies, was the sense in which a familiarity with the homely features of the self was dislocated by a haunting, marking the claim of a double utterly different. Recalling the assertion made by Heim that in the computer we find an intellectual and emotional resting point, we could question whether the familiarity of a resting place provides a satisfactory erotic encounter with the technological. We could ask whether the dream of the homely, of finding in the computer a kinship which sanctions the love machine relation, operates at the expense of dispelling that other, unfamiliar double through a controlling device which adjusts differences until they reach a point of homeostasis. What of a reading of the technological which might instaurate rather than diffuse the question of the unfamiliar double? I will gesture towards both Guattari's text Chaosmosis and Ronell's The Telephone Book, for the importance both give to the double in producing a different relation with the technological. For Guattari, the machine's ghost is exorcised by the predominant view that sees particular machines, such as the computer, as a subset of technology, a view given credence at the level of hype in the marketing of AI, virtual reality and so forth as part of the great technological future. It also gains credibility theoretically through the Heideggerian perspective. Instead Guattari insists that technology is dependent upon the machinic (33). The machinic is prior to and a condition of any actual technology, it is a movement rather than a ground; the movement through which heterogeneous elements such as bodies, sciences, information come to form the interrelated yet specific fields of a particular assemblage we might term technological. It is also the movement through which these components retain their singularity. Borrowing from modern biology, Guattari labels this movement "autopoietic" (39). Rather than the cybernetic model which sees the outside integrated into the structure of the machinic by an adjustment towards homogeneity cutting off flow, Guattari underlines a continual machinic movement towards the outside, towards alterity, which transforms the interrelations of the technological ensemble. The machinic is doubled not by the reproduction of itself, but by the possibility of its own replacement, its own annihilation and transformation into something different: Its emergence is doubled with breakdown, catastrophe -- the menace of death. It possesses a supplement: a dimension of alterity which it develops in different forms. (37) Here, we can adjoin Guattari with Ronell's historical reading of the metaphorics of the telephone in attempts to think through technology. Always shadowed by the possibility Heidegger wishes to stake out for a beyond to or an overcoming of the technological, Ronell is both critical of the technologising of desire in the cybernetic loop and insistent upon the difference produced by technology's doubling desire. Using the telephone as a synecdoche for technology -- and this strategy is itself ambiguous: does the telephone represent part of the technological or is it a more comprehensive summary of a less comprehensive system? -- Ronell argues that it can only be thought of as irreducibly two, a pair (5). This differentiates itself from the couple which notoriously contracts into one. She argues that the two are not reducible to each other, that sender and receiver do not always connect, are not reducible to equal end points in the flow of information. For Ronell, what we find when we are not at home, on unfamiliar ground, is -- the machine. The telephone in fact maintains its relation to the machinic and to the doubling this implies, via the uncanny in Ronell's text. It relates to a not-being-at-home for the self, precisely when it becomes machine -- the answering machine. The answering machine disconnects the speaker from the listener and inserts itself not as controlling device in the loop, but as delay, the deferral of union. Loosely soldering this with Guattari's notion that the machine introduces a "dimension of alterity", Ronell reads the technological via the telephone line as that relation to the outside, to the machinic difference that makes the self always unfamiliar (84). I would suggest then that pursuing a love relation with technology or through the technological leads us to deploy an entire metaphorics of the familial, where the self is ultimately home alone and only has itself to play with. In this metaphorics, technology as double and technology's doubling desire become a conduit that returns only to itself through the circuitous mechanism of the feedback loop. Rather than opening onto heterogeneous relations to bodies or allowing bodies to develop different relational capacities, the body here is immobilised by an operational and scopic territorialisation. To be excited by an encounter with the technological something unfamiliar is preferable, some sense of an alternating current in the midst of all this homeliness, an external perturbation rubbing up against the tired hand of a short-circuiting onanism. Footnotes 1. The Love Machine is also the title of a digital still image and sound installation commenting upon the Hong Kong booth produced by myself and Michele Barker and last exhibited at the Viruses and Mutations exhibition for the Melbourne Festival, The Aikenhead Conference Centre, St. Vincent's Hospital, October, 1998. 2. For an articulation of the way in which this maps onto perspectival vision, see Simon Penny, "Virtual Reality as the Completion of the Enlightenment Project." Culture on the Brink. Eds. G. Bender and T. Druckery. Seattle: Bay Press, 1994. 3. Funded by the US Government, the project's goal is to develop maps for the 23 paired human chromosomes and to unravel the sequence of bases that make up the DNA of these chromosomes. 4. This is what Freud described in his paper "The Uncanny". Tracing the etymology of the German word for the uncanny, unheimlich, which in English translates literally as 'unhomely', Freud notes that heimlich, or 'homely', in fact contains the ambiguity of its opposite, in one instance. References Baudrillard, Jean. "Xerox and Infinity." The Transparency of Evil: Essays in Extreme Phenomena. Trans J. Benedict. London: Verso, 1993. 51-9. Dery, Mark. Escape Velocity: Cyberculture at the End of the Century. New York: Grove Press, 1996. Freud, Sigmund. "The Uncanny." Standard Edition of the Complete Psychological Works of Sigmund Freud. Vol. 17. Trans. and ed. J. Strachey. London: Hogarth Press, 1955. Guattari, Félix. Chaosmosis: An Ethico-Aesthetic Paradigm. Sydney: Power Publications, 1995. Heim, Michael. "The Erotic Ontology of Cyberspace." Cyberspace: First Steps. Cambridge, Mass.: MIT P, 1994.59-80. Minsky, Marvin. The Society of Mind. New York: Simon and Schuster, 1985. Moravec, Hans. Mind Children. Cambridge, Mass.: Harvard UP, 1988. Ronell, Avital. The Telephone Book. Lincoln: U of Nebraska P, 1989. Citation reference for this article MLA style: Anna Munster. "Love Machines." M/C: A Journal of Media and Culture 2.6 (1999). [your date of access] <http://www.uq.edu.au/mc/9909/love.php>. Chicago style: Anna Munster, "Love Machines," M/C: A Journal of Media and Culture 2, no. 6 (1999), <http://www.uq.edu.au/mc/9909/love.php> ([your date of access]). APA style: Anna Munster. (1999) Love machines. M/C: A Journal of Media and Culture 2(6). <http://www.uq.edu.au/mc/9909/love.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
10

Tomkinson, Sian. "“This kind of life has no meaning”." M/C Journal 27, no. 2 (April 16, 2024). http://dx.doi.org/10.5204/mcj.3037.

Full text
Abstract:
Voice synthesising software Vocaloid (Yamaha Corporation) is a popular tool for professional and amateur music production. At the time of writing, there are over 770,000 videos tagged ‘vocaloid’ on Niconico; karaoke chain Karatez displays the top five thousand tracks on its Website (Karatetsu); Hatsune Miku Wiki has over 59,000 pages, while the Vocaloid Lyrics Wiki has over 90,000. Vocaloid is part of Japan’s unique media mix, comprising of the software and music but also official collaborations and a significant amount of fan culture. However, while there is academic research on the way that Vocaloid music is produced and consumed (Sousa; Hamasaki et al.; Leavitt et al.; Kobayashi and Taguchi), there is a lack of research into the content of Vocaloid songs and music videos: that is, what kinds of themes and messages are present and what this might suggest for producers and consumers. This article highlights the importance of the content of Vocaloid music. To this end, I have focussed on Vocaloid composer/producer Neru’s 2018 album CYNICISM. Not to be confused with the Vocaloid Akita Neru, Neru’s music tends to focus on negative affect such as depression, loneliness, and anxiety. Documenting such themes helps to illustrate some of the struggles that producers and consumers experience. I provide a brief explanation of Vocaloid, followed by a reflection on their personas and functioning as a Body without Organs (Annett; Lam; Deleuze and Guattari, Anti-Oedipus). Then I introduce Small’s concept of musicking to provide a framework for the way that music transmits certain affects. In the second half of the article, I unpack Neru’s album and its use of imagery, lyrics, and sound. Vocaloids Voice synthesising software Vocaloid was initially released in 2004, the result of a collaboration between Japan’s Yamaha Corporation and Spain’s Pompeu Fabra University (Voctro Labs; Yamada 17). This software allows the user to create singing audio, drawing from recordings of real people called “voicebanks”. These voicebanks are produced by third-party companies, and are typically provided with a persona with an appearance and personality. For instance, the most well-known Vocaloid is Hatsune Miku, while Kagamine Rin and Kagamine Len are those most used by Neru. Essentially anyone who uses the Vocaloid software can become producers – the term used in Vocaloid cultures for composer. Vocaloid is an example of Japan’s “unique media mix”, where the media are produced not just by “the original company”, but also via “commercial collaborations with media franchises”, and “by a creative collective of individuals on the internet” (Leavitt et al. 204 & 211; see also Steinberg). As well as producers there are songwriters, lyricists, tuners, illustrators, and animators. Some people edit Vocaloid videos, creating compilations, ranking them, and so on (Hamasaki et al. 166). There is also a vibrant fan culture of database managers, fan translators, artists, and fiction writers, as well as human cover artists (utaite), such as Mafumafu, who became popular in part due to his covers of Neru’s music. Official corporate production mostly involves Hatsune Miku, and includes concerts, video games, and collaborations for consumer products. Such branding and collaboration illustrates the creation of a complex Vocaloid narrative. Accordingly, most researchers who examine Vocaloid discuss the complex relationships between various content creators and their methods of collaboration (Yamada), as well as Vocaloid as fan-generated media, examining issues such as commercial interest and exploitation (Bell; Sousa; Jørgensen et al.; To; Kobayashi and Taguchi). However, in this article I am interested in why fans strongly enjoy Vocaloid music and find meaning in it; as I will explore below, such fan collaboration is both a symptom and a cause. Personas and Bodies without Organs Although Vocaloid has a crowd-sourced and collaborative production environment, its use of digital voicebanks and significant consumer culture has led to criticism. For instance, Lam (1110–11) describes voicebanks as being “devoid of originality”, suggests that “all Vocaloid works are derivative”, and also that Vocaloid simply allows users “to indulge … within the virtual space of fabricated authenticity and depthlessness”. However, it is evident from comments on Niconico, YouTube, Reddit, the aforementioned Wikis, Vocaloid Discord servers, and any other space where fans socialise that listeners are emotionally moved by Vocaloid music. Zaborowski, for instance, describes two Japanese boys enthusiastically singing to ryo/Supercell’s Melt. Strikingly, Zaborowski (107) noted that the boys repeatedly told him that “precisely because the voice is the same, the listener can appreciate the quality of the melody and the lyrics”, and that a Vocaloid “sounds different when you are sad. Or when you are away from home”. Listeners are experiencing something when they engage with Vocaloid music, and it would be hasty to simply dismiss their experiences as “depthless”. One factor that makes Vocaloid music particularly authentic and affective for its audiences is the attachment of crowdsourced, constructed personas to Vocaloids. Authenticity here is not necessarily evaluated by the virtual nature of the artist (or instrument) itself, but the producers’ effort to create the work (Zaborowski 107). In this sense there is a need to consider the people involved in producing and listening to Vocaloid music, who find meaning in the songs and characters. Aside from Vocaloids, producers and utaite often also establish a character or imagery as a persona. Neru for instance is recognisable through his avatar—a closed eye with eyelashes and a single tear, and the various characters featured in his videos. The practice of creating a persona for non-human items is unique to Japanese culture, visible in the way that yuru kyara or “wobbly characters” are created to represent entities such as events, corporations, locations, policies, and so on (Occhi 77). These characters can be human-like or creature-like, drawing on Shinto’s anthropomorphism (Jensen and Blok 97). Kyara help minimise the separation between humans and nature, as well as humans and technology (Occhi 80–81). The attachment of kyara to voicebanks, which would otherwise have no face, helps to facilitate a sense of humanisation and connection with the software. It may be that the synthetic nature of the music as well as the use of personas in Vocaloid music means that the listener feels that the song is sung by the Vocaloid, but also processes the creator’s emotion. Kenmochi (4), for instance, suggests that since synthetic voices hold less emotion, it is the persona that functions as a symbol to connect the creator and listener. The producer is able to “impose their own values and perceptions on the virtual character” (Lam 1111), and in doing so, the persona functions as what Deleuze and Guattari call a Body without Organs (Anti-Oedipus 9; A Thousand Plateaus 151). That is, the persona has “no fixed identity” (Lam 1117), and can stratify or destratify, depending on what people do with it (Annett 172). They can become whatever the listener or creator wants, and so there is an emotional connection. Vocaloid music is meaningful to listeners, then, not despite its digital, virtual, constructed nature, but in fact because of what these elements facilitate. Musicking Christopher Small’s work Musicking also provides a framework useful to consider the emotional impact of Vocaloid music. Small argues that “the fundamental nature and meaning of music lie not in objects … but in action”, and therefore proposes a definition of ‘musicking’; to “take part, in any capacity, in a musical performance” (8–9, emphasis omitted). Importantly, for Small (77) simply listening to a recording is to take part in music, and “we may be sure that somebody's values are being explored, affirmed, and celebrated in every musical performance”. Small’s comments here provide a framework for focussing on the experiences of the people involved in producing and listening to Vocaloid music, rather than getting caught up in negative beliefs around the digital nature of production. Further, reflecting on remix, a significant aspect of Vocaloid music, Small (214) notes that relationships are “open to reinterpretation over and over again as listeners create new contexts for their reception and their ritual use of it”. Further, Small (134) suggests that the act of musicking functions as a powerful “means of social definition and self-definition”. Small’s suggestions here that music can be recycled, reinterpreted, and used for self-definition aligns with many aspects of Vocaloid music; tracks are frequently covered by producers using other Vocaloids, or utaite; the meanings of lyrics are frequently discussed in comment sections of YouTube videos and Wikis, and fans often align themselves with certain Vocaloids or producers that they enjoy and relate to. Such self-definition is an important theme to keep in mind when I consider Neru’s CYNICISM album as it touches on societal issues such as loneliness, nihilism, and low self-esteem. CYNICISM Vocaloid producer Neru, also known as z’5 or Oshiire-P, is quite popular. At the time of writing, he has 124,000 followers on Japanese video-sharing site Niconico (Neru, "Neru"), 242,000 on Chinese video-sharing site BiliBili (Neru, "Neru_Official"), 388,000 monthly listeners on Spotify (Spotify), and 560,000 subscribers on YouTube (Neru, "Neru OFFICIAL"). He released his first Vocaloid song in 2009, and to date has three major albums. CYNICISM is the latest, released in 2018. The standard edition contains 14 tracks, and all aside from one use the Vocaloids Kagamine Rin or Kagamine Len. Fig. 1: CYNICISM standard edition, illustrated by Sudou Souta (Apple Music) Fig. 2: Tracklist All quotes from songs are my own translations from the original Japanese. The CYNICISM album communicates a strong sense of nihilism. Nihilism is an ambiguous concept (Nietzsche 76; Diken 6; Marmysz 61). However, Marmysz (71) summarises that nihilists have three claims: that humans are alienated from the world; that this should not be the case; and that “there is nothing we can do” about this situation. As explored below, Neru’s nihilism appears to align with Kant’s “existential nihilism (believing that life has no meaning)” (Gertz, ch. 2, emphasis omitted). It is worth noting that Neru’s music has some commonalities with other genres. For instance, Prinz (584–85) suggests that punk music is irreverent, challenging social norms, and is nihilistic, reflecting on themes such as “decay, despair, suicide, and societal collapse”. As explored below, CYNICISM projects feelings including disappointment with society, poor self-esteem, and themes of irreverence. Irreverence and Society The namesake of the album is important to note within the context of nihilism, as cynicism can be understood as “a passive nihilist affect” (Diken 61). Cynicism is the attitude that comes about when one has failed “to come to terms with loss”, “to realize that something has been lost”, or understand exactly what has been lost. It incited a state of melancholy, trapping the cynic, who suffers an “utterly debilitating sense of disappointment, the root cause of which it cannot identify or move beyond” (Allen, ch. 7). In numerous ways Neru exhibits a lack of faith in humanity and society. Just the title of the track What a Terrible Era communicates a sense of hopelessness, particularly the line “強いて言うとするなら人類は失敗作だった” (“if I had to say, humanity was a work of failure”). The album’s lyrics repeatedly refer to the negative state of the world; “本日の世界予報向上性低迷後退” (“today’s world forecast: Progress is stagnant and regressing”) (Hey, Rain). SNOBBISM asks “バグ塗れの人類のデバッグはいつ終わる” (“humanity is stained with bugs; when will debugging end?”). Neru repeatedly laments the state of humanity and his disappointment with the world. Further, cynicism is an attitude of scorn towards “sincerity and integrity”, which are viewed as “a cover for self-interest” (Allen, ch. 1). In line with this, reflecting the cynic’s embrace of untruthfulness (Gertz, ch. 3), in SNOBBISM Neru states “一生、ブラフを威すがいいさ” (“it’s okay to threaten to bluff through your entire life”). Further, Diken (59) suggests that “capitalism is the age of cynicism”, and the Law-Evading Rock (Neru OFFICIAL, "Law-Evading Rock") music video, illustrated and animated by Ryuusee, exhibits such a critique of capitalism. The video is quite chaotic, designed to appear as a Japanese TV channel. Meme-style characters are superimposed onto photographic backgrounds to depict absurd advertisements and news programmes with flashing and dancing, as the lyrics call for the viewer to escape from reality. The character in this video, Datsu, appears to enter a state of nirvana when Neru’s CD is inserted into him. Here we can see how personas are particularly affectual in Vocaloid music, with fans stating that they relate to Datsu, among other forms of affectation, in comments on his Wikia page (Neru Wikia). Further, CYNICISM frequently calls for the self-identified ‘losers’ to band together, breaking the norms of society. Whatever Whatever Whatever, with its upbeat tune, bright colours, and proclamation of “能天気STYLE” (“Carefree STYLE”) exhibits a strong sense that ‘nothing matters so do whatever’. Let’s Drop Dead’s “僕等はきっとあぶれ者” (“we are surely hooligans”), Law-Evading Rock’s “負け犬になって 吠えろ 吠えろ” (“become a loser, roar, roar”) indicate a sense of knowing that one is ‘useless’ but attempting to take pride in or band together in spite (or indeed, because of this). These lyrics ascribe to a nihilistic notion that nothing matters, but are also a call to arms in a sense – a call for losers to band together for strength, and to act with irreverence. Some encourage the listener to become someone unfit for society (Law-Evading Rock), or to turn back on and break away from morals that are designed to get one into heaven (March of Losers). The music video for SNOBBISM (Neru OFFICIAL, "SNOBBISM"), illustrated and animated by Ryuusee, features Bizu, a demon man wearing a formal suit and top hat. The video has a retro style and is bright but muted with blurry backgrounds, streaking, and graininess. Bizu appears to take on a retro rubber hose animation style, dancing and sometimes hitting objects while calling on the viewer to “make a scene”; to be irreverent and break the norms of society. Personal Failure CYNICISM also in numerous ways refers to personal failures and a lack of faith in the future. Some lyrics refer to a plan or manual (SNOBBISM, Song of Running Away), or a future being wrecked or torn (Spare Me My Inferiority, What a Terrible Era). Corresponding with the nihilistic tone of the album, Whatever Whatever Whatever describes being lazy today, and putting effort in tomorrow, while Let’s Drop Dead simply states “明日はくたばろうぜ” (“tomorrow let’s drop dead”). Yet continuing forward into the future seems mandatory, as in Whatever Whatever Whatever Neru describes himself as being too much of a wimp to commit suicide, and March of Losers repeats the refrain “進め進め” (“forward, forward”), calling for the losers to continue even though “this kind of life has no meaning”. Some tracks indicate a more raw or vulnerable state, with Nihil and the Sunken City’s “もっとちょーだい ちょーだい 承認をちょーだい” (“more, give it to me, give it to me, please give me approval”). Importantly, Neru identifies himself as a loser, engaging in self-irreverence, making fun of himself (Kroth 104), referring to himself and his social group as ‘losers’. The music videos for Whatever Whatever Whatever (Neru OFFICIAL, "Whatever Whatever Whatever") and Let’s Drop Dead (Neru OFFICIAL, "Let’s Drop Dead"), illustrated and animated by Terada Tera, exhibit self-irreverent themes. The former uses vapourwave aesthetics, and both exhibit bright colours, with cartoonish characters I and Yaya dancing and drinking alcohol. I wears a Space Invaders jacket and grill glasses, while Yaya wears a t-shirt featuring a marijuana leaf and a pink animal-eared beanie; together in the video they communicate a ‘slacker’, partying attitude. What is particularly interesting here is the way that nihilistic lyrics have been employed alongside upbeat, catchy, pop-style music and flashy colours. Such dissonance is attention-grabbing and also reflects a sarcastic, careless sense of cynicism, one that is “irreverent” and “playful” – a style that Nietzsche adopted (Allen, ch. 7). Relatedly, Marmysz (4) suggests that humour is a useful response to nihilism because it shatters expectations. It is important to understand CYNICISM within the Japanese context. Discussing the Meiji Period, Nishitani (175) points out that Buddhism and Confucianism lost their power, and that with modernisation Japan became Europeanised and Americanised to the extent that there is a spiritual void. More recently, various economic crises and disasters throughout the 1990s and 2000s have contributed to national trauma (Roquet 89). Due to significant societal pressure, many Japanese people feel anxiety, sensitivity, vulnerability, and alienation (Ren 29). Accordingly, much Japanese anime engages with feelings of nihilism (Lozano-Méndez and Loriguillo-López; Tsang). In some respects Vocaloid culture is interrelated with hikikomori, a form of social withdrawal associated with various psychological, social, and behavioural factors (Li and Wong 603). Much academic literature exists on hikikomori, which in many ways is a Japanese phenomenon, being influenced by “culture, society and history”, and having come about in Japan during a period of “very rapid socioeconomic changes” (Kato et al. 1062). Many Vocaloid producers and utaite identify as hikikomori, including Mafumafu. However, studies on hikikomori outside Japan have shown that feelings of isolation, anxiety, and social exclusion are a global concern (Krieg and Dickie 61; Kato et al. 1062), contributing to Neru’s popularity among English-speaking audiences Conclusion My goal in this article is to point out that a significant number of people find Vocaloid music relatable and affectual, and it would be hasty to dismiss such music as “depthless” due to its use of voicebanks and connection to consumer culture. Vocaloid music is particularly affective in part due to the way that Vocaloids, producers, and utaite make use of personas which function as bodies without organs: something that listeners are able to project their own feelings onto. Further, Small’s concept of musicking encourages us to pay attention to what producers are saying as well as what listeners and fans are engaging with: what values are being explored and how they are being used for self-definition. It is important to consider not just the economic aspects of participatory culture and the networks of production surrounding Vocaloid, but the content of the music and the meanings that listeners get out of it. Neru’s CYNICISM album is particularly interesting in this regard. The combination of upbeat music, bright and garish imagery, and nihilistic lyrics communicates a strong sense of disappointment with society and a lack of self-worth in a dissonant manner – there is a sense of playfulness that is attention-grabbing and uses humour to communicate these negative themes. Given the breadth of Vocaloid content that is produced, further research into other producers, fan groups, and pieces of media will provide insight into this varied and rich phenomenon. References Allen, Ansgar. Cynicism. Cambridge: MIT P, 2020. Annett, Sandra. "What Can a Vocaloid Do? The Kyara as Body without Organs." Mechademia 10 (2017): 163–77. Bell, Sarah A. "The dB in the .Db: Vocaloid Software as Posthuman Instrument." Popular Music and Society 39.2 (2016): 222–240. Deleuze, Gilles, and Félix Guattari. A Thousand Plateaus. Trans. Brian Massumi. 11th ed. Minneapolis: U of Minnesota P, 2005. ———. Anti-Oedipus. Trans. Robert Hurley et al. 10th ed. Minneapolis: U of Minnesota P, 2000. Diken, Bulent. Nihilism. London: Routledge, 2009. Gertz, Nolen. Nihilism. Cambridge: MIT P, 2019. Hamasaki, Masahiro, et al. "Network Analysis of Massively Collaborative Creation of Multimedia Contents – Case Study of Hatsune Miku Videos on Nico Nico Douga." Proceedings of the 1st International Conference on Designing Interactive User Experiences for TV and Video (UXTV '08). New York: Association for Computing Machinery, 2008. 165–168. Hatsune Miku Wiki. Page List [ページ一覧]. 15 Mar. 2024 <https://w.atwiki.jp/hmiku/list>. Jensen, Casper Bruun, and Anders Blok. "Techno-Animism in Japan: Shinto Cosmograms, Actor-Network Theory, and the Enabling Powers of Non-Human Agencies." Theory, Culture & Society 30.2 (2013): 84–115. Jørgensen, Stina Marie Hasse, et al. "Hatsune Miku: An Uncertain Image." Digital Creativity 28.4 (2017): 318–331. Karatetsu. Vocaloid Monthly Karaoke Ranking TOP5,000 [ボカロ月間カラオケランキング TOP5,000]. 15 Mar. 2024 <https://www.karatetsu.com/vocala/pickup/ranking.php>. Kato, Takahiro A., et al. "Hikikomori: Multidimensional Understanding, Assessment, and Future International Perspectives." PCN Frontier Review 73 (2019): 427–440. Kenmochi, Hideki. "VOCALOID and Hatsune Miku Phenomenon in Japan." Proceedings of the First Interdisciplinary Workshop on Singing Voice (InterSinging 2010) (2010): 1–4 <https://www.isca-speech.org/archive/intersinging_2010/kenmochi10_intersinging.html>. Kobayashi, Hajime, and Takashi Taguchi. "Virtual Idol Hatsune Miku: Case Study of New Production/Consumption Phenomena Generated by Network Effects in Japan’s Online Environment." Markets, Globalization & Development Review 3.4 (2018): 1–17. Krieg, Alexander, and Jane R. Dickie. "Attachment and Hikikomori: A Psychosocial Developmental Model." International Journal of Social Psychiatry 59.1 (2013): 61–72. Kroth, Michael. "Irreverence." Human Resource Development Review 16.1 (2017): 100–108. Lam, Ka Yan. "The Hatsune Miku Phenomenon: More than a Virtual J-Pop Diva." Journal of Popular Culture 49.5 (2016): 1107–1124. Leavitt, A., et al. "Producing Hatsune Miku: Concerts, Ommercialisation, and the Politics of Peer Production." Media Convergence in Japan. Eds. Patrick W. Galbraith and Jason Carlin. New Haven: Kinema Club, 2016. 200–229. Li, Tim M.H., and Paul W.C. Wong. "Youth Social Withdrawal Behavior (Hikikomori): A Systematic Review of Qualitative and Quantitative Studies." Australian and New Zealand Journal of Psychiatry 49.7 (2015): 595–609. Lozano-Méndez, Artur, and Antonio Loriguillo-López. "Nihilistamina: Gloomy Heroisms in Contemporary Anime." Handbook of Japanese Media and Popular Culture in Transition. Eds. Forum Mithani and Griseldis Kirsch. Amsterdam: Amsterdam UP, 2022. 124–139. Marmysz, John. Laughing at Nothing: Humor as a Response to Nihilism. Albany: State U of New York P, 2003. Neru. CYNICISM. NBC Universal Japan, 2018. 15 Mar. 2024 <http://nbcuni-music.com/neru/cynicism/detail/index.html>. ———. "Neru". Nico Nico Douga, 15 Mar. 2024 <https://www.nicovideo.jp/user/112798/>. ———. "Neru OFFICIAL". YouTube, 15 Mar. 2024 <https://www.youtube.com/user/NeruSleepOfficial>. ———. "Neru_Official". BiliBili, 15 Mar. 2024 <https://space.bilibili.com/243955530/>. Neru OFFICIAL. "Neru - Law-Evading Rock (脱法ロック) Feat. Kagamine Len." YouTube, 19 June 2016. <https://www.youtube.com/watch?v=u5mHVUwDf_0>. ———. "Neru - Let’s Drop Dead Feat. Kagamine Rin & Kagamine Len." YouTube, 29 Dec. 2017. <https://www.youtube.com/watch?v=jJirzFqSp-A>. ———. "Neru & z’5 - SNOBBISM Feat. Kagamine Rin & Kagamine Len." YouTube, 21 Mar. 2018. <https://www.youtube.com/watch?v=f5jDVFmEIVQ>. ———. "Neru & z’5 - Whatever Whatever Whatever (I~ya I~ya I~ya) Feat. Kagamine Rin & Kagamine Len." YouTube, 10 Nov. 2017. <https://www.youtube.com/watch?v=y8-6QPEes1k>. Niconico. Tag: VOCALOID. 15 Mar. 2024 <https://www.nicovideo.jp/tag/VOCALOID>. Nietzsche, Friedrich Wilhelm. The Will to Power: Selections from the Notebooks of the 1880s. Trans. R. Kevin Hill and Michael A. Scarpitti. London: Penguin, 2017. Nishitani, Keiji. The Self-Overcoming of Nihilism. Albany: State U of New York P, 1990. Occhi, Debra J. "Consuming Kyara 'Characters:' Anthropomorphization and Marketing in Contemporary Japan." Comparative Culture 15 (2010): 78–87. Neru Wikia. "Datsu." 16 Mar. 2024 <https://neru-oshiirep.fandom.com/wiki/Datsu>. Prinz, Jesse. "The Aesthetics of Punk Rock." Philosophy Compass 9.9 (2014): 583–593. Ren, Jiawen. "Analysis of the Japanese Iyashikei Films and the Culture behind These Films." Proceedings of the 2020 International Conference on Language, Art and Cultural Exchange (ICLACE 2020). Xiamen: Atlantis Press, 2020. Roquet, Paul. "Ambient Literature and the Aesthetics of Calm: Mood Regulation in Contemporary Japanese Fiction." The Journal of Japanese Studies 35.1 (2009): 87–111. Small, Christopher. Musicking: The Meanings of Performance and Listening. Middletown: Wesleyan UP, 1998. Sousa, Ana Matilde. "Beauty Is in the Eye of the 'Produser': Virtual Idol Hatsune Miku from Software, to Network, to Stage." In Post Screen: Intermittence + Interference, eds. Ana Moutinho et al. Lisbon: Edicoes Universitarias Lusofonas, 2016. 117–128. Spotify. "Neru." Spotify, 15 Mar. 2024 <https://open.spotify.com/artist/0rhcL1Mw7J9YJRDpD6mhXr>. Steinberg, Marc. Anime’s Media Mix: Franchising Toys and Characters in Japan. Minneapolis: U of Minnesota P, 2012. To, Kit Yan. The Voice of the Future: Seeking Freedom of Expression through VOCALOID Fandom. Master’s Thesis. Austin: University of Texas at Austin, 2014. Tsang, Gabriel F.Y. "Beyond 2015 : Nihilism and Existentialist Rhetoric in Neon Genesis Evangelion." Journal of International and Advanced Japanese Studies 8 (2016): 35–43. Vocaloid Lyrics Wiki. Home. 15 Mar. 2024 <https://vocaloidlyrics.fandom.com/wiki/Vocaloid_Lyrics_Wiki>. Voctro Labs. Vocaloid Libraries. 2020. <https://www.voctro-vocaloid.com/>. Yamada, Keisuke. Supercell Featuring Hatsune Miku. New York: Bloomsbury, 2017. Yamaha Corporation. Vocaloid. Microsoft Windows, macOS. 2004–2022. Zaborowski, Rafal. "Fans Negotiating Performer Personas: 'Melt' by Ryo Feat. Hatsune Miku." Suomen Antropologi 43.2 (2019): 104–108.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Sound – Recording and reproducing – Psychological aspects"

1

Maempel, Hans-Joachim. Klanggestaltung und Popmusik: Eine experimentelle Untersuchung. Heidelberg: Synchron, 2001.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Bijsterveld, Karin, and José van Dijck. Sound souvenirs: Audio technologies, memory and cultural practices. Amsterdam: Amsterdam University Press, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Chion, Michel. Le son. [Paris]: Armand Colin, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Chion, Michel. Le Son. Paris: Nathan, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Milner, Greg. Perfecting sound forever: An aural history of recorded music. New York: Faber and Faber, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Toop, David. Haunted weather: Music, silence, and memory. London: Serpent's Tail, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Auditive Medienkulturen: Techniken des Hörens und Praktiken der Klanggestaltung. Bielefeld: Transcript, 2013.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Ian, Graham. Music & sound. Hauppauge, NY: Barron's Educational Series, Inc., 2000.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Morrison, Robert Keith. Disk recording 1930 to 1960: A review of some equipment and techniques used in making phonograph records and electrical transcriptions. [Kensington, Calif.?]: Patricia Morrison, 2005.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Touzeau, Jeff. Green audio guide: Sound ideas for a sound planet. Boston, MA: Cengage Learning, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography