[NetBehaviour] Untitled ongoing performance (Alan Sondheim, final documentation))

Alan Sondheim sondheim at panix.com
Sun Apr 5 08:06:40 CEST 2015



thank you greatly; I wanted to give some indication of the process -

- Alan

On Sat, 4 Apr 2015, Mab MacMoragh wrote:

> fantastic alan
> 
> On Sat, Apr 4, 2015 at 10:11 PM, Alan Sondheim <sondheim at panix.com> wrote:
> 
>
>       (This is written as a final documentation for the piece,
>       interesting I think from a collaborative and mixed-reality
>       viewpoint.)
> 
>
>       Cave Residency During IRQ3
>
>       Untitled ongoing performance (Alan Sondheim, Description)
>
>       http://www.alansondheim.org/irq3day53.jpg
>
>       During IRQ3, I had a residency in the Brown University Cave for
>       the duration of the conference. Kathleen Ottinger, Azure Carter,
>       and I worked together; we had also worked on a number of pieces
>       for at least half a year before that. There were three pieces in
>       the Cave itself, collaborations between Kathleen and myself.
>       Kathleen did the programming and visuals, and she and I "wrote
>       into" and through each other's texts beforehand, producing
>       scripts that became independent work. These pieces are her own,
>       with my textual collaboration. (I figure Cave setup and
>       rehearsal for the performance as a whole was about 40 hours
>       in-Cave and maybe 100 in-studio.)
>
>       The Cave has both visuals and sound; during the conference, the
>       sound originated from one of two laptops I set up in the room.
>       This laptop was projected with into the room; the image was on
>       the right-hand wall. The Cave was physically only a small part
>       of the room - perhaps a sixth - so there was plenty of room for
>       other elements.
>
>       In other words, the first laptop split sound and image; the
>       image was projected across the room, and the sound came from the
>       speakers surrounding the Cave.
>
>       The second laptop was projected into the room, through the room
>       projector, onto a screen, and the sound was sent through the
>       large room speakers.
>
>       Both laptops had capabilities to run virtual worlds, and I used
>       three virtual worlds during the conference:
>
>       1. My residency area in Second Life, the most popular online
>       virtual world. The area is in the Odyssey sim, and was capable
>       of video texturing, mesh modeling, and complex physics / avatar
>       behaviors.
>
>       2. My three sims in MacGrid, an experimental/research world,
>       with completely modifiable physics and highly malleable
>       landforms. I have an in-world theater set up in the grid, and
>       can project into it.
>
>       3. A local Opensim virtual world on both laptops, with different
>       architectures on each; the fundamental configuration or .iar
>       file was downloaded from the MacGrid.
>
>       There were, most often, two world projected simultaneously into
>       the room.
>
>       One of the laptops also housed a configuration for Bambuser, an
>       online application which creates personal online video channels.
>       This laptop had a small usb light attached; at times the camera
>       would pick up the room, but most often Azure's face. The channel
>       would then be sent into onto objects in Second Life; the
>       textures were modified to image her face alone, without any
>       background. The image was usually inverted, but through
>       feedback, there were also smaller 'guide' images with her face
>       normal.
>
>       The face/image was embedded in the Second Life objects, with
>       objects intersecting it, surrounding it. The appearance was
>       ghostly, real-time, and uncanny.
>
>       In this situation, Azure would sing a number of songs, many of
>       which have appeared on our cds or lps. These songs were fed into
>       one or more SuperCollider programs, designed according to
>       specifications, by Luke Damrosch. The suite of programs is
>       called "revrev" and allows a musician to work with live reverse
>       reverberation - what I call an anticipatory music - the
>       reverberation building up to the enunciation of the sound, a
>       head instead of a tail. Combining programs allows for a thick,
>       more complex way of working with this. The programs also
>       involved multiple coherent streams or chords stemming from the
>       original sound-source, for example parallel streams a fifth
>       above and below the original tones. The programs all ran from a
>       prompt, and the parameters could be changed in process.
>
>       At times, I would also use alto clarinet, either to accompany
>       Azure, or to create independent sounds which worked with the
>       Cave room resonances; these often used a small instrument
>       amplifier. One of my goals was to keep everything acoustically
>       balanced; live revrev created an environment which could quickly
>       go out of control. (I also used a standard clarinet to play into
>       revrev directly at times.)
>
>       The video feeds included other elements - the two main sources
>       included pre-recorded materials, and texts.
>
>       The pre-recorded materials were produced at NYU's motion capture
>       studio, with the help of Mark Skwarek. I worked with two
>       performers who did one of two things:
>
>       1. The performers moved at the edge of the recording space,
>       producing deliberate glitches or anomalies that distorted the
>       figures.
>
>       2. The mocap markers were remapped among the two performers -
>       representing a single avatar; as the performers moved in
>       topologically complex ways, the projected avatar in the mocap
>       room broke up in various ways. The result was an avatar that
>       appeared more as an emanation from the performers, than as an
>       embodiment of them.
>
>       These are techniques I've used close to a decade, in order to
>       create avatar distortions that represent avant-dance, wounding,
>       death throes, hysteria, desire, pain, and political issues. The
>       videos that were made at NYU (just a few weeks earlier) were
>       linked together in a half-hour piece that was played at times,
>       as a marker or punctum of what was occurring in the virtual
>       worlds.
>
>       The second main source of the video feeds was a series of texts
>       I would write into the virtual worlds themselves; these appeared
>       as chats on the side of the image. The texts were improvised and
>       related to the ongoing mise en scene in-world.
>
>       The virtual world imagery was always, always complex and
>       difficult to navigate in-world; for the spectator, it was also
>       difficult to disentangle. This was deliberate; the result, and
>       one of the main contents of the imagery, was the representation
>       of extreme states of mind, which related to the ongoing crises
>       of violence in the U.S., Africa, the Mid-East, and so on. The
>       primary source for me, for all of this, was the special topic
>       Johannes Birringer and I co-moderated for the empyre email list
>       in November, 2014, "ISIS, Absolute Terror, Performance" - a
>       topic which considered issues of torture, beheading, violence,
>       anguish, and fear, for the month. The distorted avatars I work
>       with - distorted because of the distorted movement - go all the
>       way back to 2011, a 2nd topic for the same, this time with Sandy
>       Baldwin, on "Pain, Desire, and Death," in the real and virtual
>       (I'm not sure of the exact title). Both of these and my mocap
>       lab work resulted in over 100 bvh files - these are files that
>       represent real-life performer movement - that could then be fed
>       into a virtual world, to animate an avatar or avatars. The
>       process is difficult but the result are these distortions.
>
>       So the most recent distortions, from NYU, would be projected;
>       other in-world projections were live and in-world, and could be
>       viewed in-world by another avatar; this is an important element
>       of interactivity I work with. The in-world projections, then,
>       resulted in the avatars moving wildly on the screen, creating
>       particle emanations in the form of nude human warriors and
>       charred bodies, and "dancing" with symbols made to represent
>       ISIS and other forms of terror. All of this is at fairly
>       high-speed.
>
>       The revrev was heard from three sources - Avatar's voice itself;
>       the revrev fed through either the projector speakers or the Cave
>       speakers; and the revrev fed through the virtual worlds, as if
>       it were emanating within them.
>
>       All of this created a mobile and fluid sonic architecture, one
>       that, for me, defined or modified the fixity of the Cave itself;
>       room resonances and speaker interactions, beat frequencies,
>       etc., all came into play. The sound was a hollowed organic body
>       tied to, yet not tied to, the Cave pieces and the ongoing
>       transformations visible in the projected images. I imaged a
>       sonic bubble, almost a galactic bubble, in which there were
>       occurrences both alien and domestic; texts would appear and
>       disappear in the space, always grounded by the Cave pieces which
>       were purely textual. Most of my time in the Cave was used for
>       either working within the virtual worlds, or "tuning" the space
>       itself - and the latter began to fascinate me. The sounds and
>       images resonated with each other; the four sound streams had
>       their own internal resonances; the darkness or brightness in the
>       room affected the texture mapping and readability of the
>       in-world texts, and so forth. Conditions were constantly
>       changing. The room itself was always on the edge of feedback; I
>       had to keep the revrev sounding full, but not overloading the
>       in-world sounds, and not screeching. We used a lavalier mic to
>       correct this in parts.
>
>       The tuning of the room relates to the tuning of the body itself;
>       much of my work deals with the labor involved in production,
>       especially dance or music production (and the performers for the
>       original mocap were almost all dancers); in this residency,
>       labor was represented by voice and instrument, but also by the
>       sheer weight of the production, which involved constantly
>       adjusting the equipment and its position in the room. So even
>       though the body was close to invisible (except for the video
>       textures from Bambuser) on the screen, it was present in the
>       sense of sonic architecture, the body of the piece, the galactic
>       bubble, and so forth.
>
>       Artists:
>
>       Kathleen Ottinger
>       Azure Carter
>       Alan Sondheim
>       Luke Damrosch
>
>       Thanks to John Cayley for the opportunity.
>
>       Thanks also to:
>
>       Mark Skwarek, Johannes Birringer, Foofwa d'Imobilite, Sandy
>       Baldwin, Kira Sedlock, Frances van Scoy, Patrick Lichty,
>       Columbia College, West Virginia University, NYU, Brown
>       University
> 
>
>       Audio-Visuals:
>
>       http://www.alansondheim.org/theforge.png
>       http://www.alansondheim.org/irq3day24.jpg
>       http://www.alansondheim.org/irq3day50.JPG
>       http://www.alansondheim.org/irq3day51.jpg
>       http://www.alansondheim.org/irq3day49.JPG
>       http://www.alansondheim.org/irqday3.mp4
>       http://www.alansondheim.org/irqq3.jpg
>       http://www.alansondheim.org/irqqb.mp4 (Kathleen Ottinger, Cave)
>       http://www.alansondheim.org/irqrevrev.mp4
>       http://www.alansondheim.org/irq3day54.jpg
>       http://www.alansondheim.org/visage4.png
>       http://www.alansondheim.org/irqspace1.mp3
> 
>
>       =====================================================
>
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> 
> 
>

==
email archive http://sondheim.rupamsunyata.org/
web http://www.alansondheim.org / cell 718-813-3285
music: http://www.espdisk.com/alansondheim/
current text http://www.alansondheim.org/td.txt
==



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