WINDOWMATTER SERIES

WINDOWMATTER creates spaces in-between spaces.
Musical instruments drive us through a world of moving painting, placing pre-recorded sounds and 'bread crumb' lights within an immersive experience.

A transdisciplinary performance-installation series with AUDIOGRAPHICS, a software (co-imagined and coded by John Klima) articulating 3D-technology with audio processing.

The set-up specifications provide a wide territory for compositional exploration.
Music unfolds throughout floating tonal centers.
It extrapolates the aural with image and context.

full description

solo version (Adriana Sa) / synopsis

duo version (with John Klima)

orchestral version (up to 12 artists)

screenshots & score & audio

funding and supports


DUO VERSION


Zither (Adriana), Portuguese guitar and 'noise-makers' played through light sensors (John) input two different versions of the AUDIOGRAPHICS software, which have one same world design. Gamepads and foot-switches extend the setups.

The two software versions can be networked. In performance, two moving paintings are beamed side-to-side over performers and setup: two moving picture planes over a same 3D world.

Performances:

SOLO VERSION

The zither inputs a sampler / delay modulator that inputs AUDIOGRAPHICS.
Music is an immersive choreography of shifting sound textures
and densities driving, diving
us beyond the picture plane

    SYNOPSIS

Performances

  • April 15th '10, ZDB, Lisboa, Portugal

  • October 31st '09, Festival Y, Moagem, Fundão, Portugal

    SCORE


       

          ORCHESTRAL VERSION:


A number of musicians is invited to extend their instrumentation through AUDIOGRAPHICS, with custom code and configurations. A performance score is developed within pictorial installations: several screens are projected onto semi-transparent surfaces, creating a scenographic architecture made of light.

Performances      

studies
toshio's instruments
     The in-door performance:

john klima and david maranha
manuel mota
adriana sa, fala mariam and and andre gonçalves
toshio kajiwara
0
toshio kajiwara and sei miguel
         The outdoor rehearsal:
john klima
adriana sa
margarida mendes
cesar buraga
sei miguel, john klima and toshio kajiwara
adriana sa and fala mariam
toshio kajiwara and margarida mendes
fala mariam, cesar buraga, manuel mota and david maranha
john klima, david maranha, toshi kajiwara and sei miguel
fala mariam and manuel mota
photos by O-blaat (that's why she's not in the pictures!...)

WINDOWMATTER project series

ORIGINS

In 2008 - within our present collaboration – John Klima created code for frequency and amplitude analysis in 3D graphics. His first approach focused on game-play, in ironic reference to the popular videogame “Guitar Hero”. He embedded the possibility of changing the software further.

My further changes in sound, image, geometry and script-code retreat from video game culture to target music-oriented audio/ visual performance. Both mechanics and appearance are transformed according to musical criteria, originating <audiographics>. The software develops along with a trans-disciplinary performance practice facing image and gesture through a musical perspective.

DESCRIPTION

Gathering audio-processing technologies (FMOD) and a 3D game engine (Torque), my custom <audiographics> software version has been developing for the input of a zither with aged strings and ambiguous tuning.

It escapes both functionality and esthetics usually associated with 3D-graphics - specifically in game design. Dealing with the tension between game-culture and transdisciplinary music, my changes transform mechanics and appearance: there is a musical articulation of sound, dynamic painting and performance.

The <windowmatter> project series includes the development of this multimodal instrumentation system.

It pursues my understanding of music as an entity that, far from pure abstraction, is ontologically connected to tangible factors beyond aural concerns – including cross-sensorial experience, media invention and the shifting transformation of criteria originated in other disciplinary fields.

Investigations address:

* Emergence
System complexity and external input wish to exceed predictable outcomes but maintain certain characteristics. What are the strategies to threshold unpredictability?

* Time-experience
How does the relationship between control over what is happening and acceptance-integration of the unexpected unfold in performance?

* Input-output correspondence
More than demonstrating mechanics, the artist aims at a poetic field of shifting experiences. What factors does the digital input-output bridging point at?

* Sound-image negotiation
How does the performative presence of image become musical?

<Audiographics> analyses the real-time sound-spectrum produced by analogue instrumentation. Accordingly, it triggers spatialized audio samples, which are also visualized as fading light-spots placed in a 3D-world; simultaneously, the analyzed sound-spectrum determines the virtual camera movements in that world.

The interface is extended with a gamepad allowing the cumulative choice of sample banks and the interruption of sample triggering.

My 3D-world design wishes to be perceived as a moving painting; the image is a dynamic picture plane view over an imaginary, deserted landscape.

 

My software changes concern:

* Dynamic interaction – establishing parameters for the software’s reaction to the zither input; this is made in script (Typless C), since there is no graphical interface for changing the software mechanics.

* 3D world design and image – creating a wireframe representation of a three-dimensional world, images applying to its surface, images applying to a ‘skybox’, the 3Dworld is contained in a box), images for semi-transparent fluids and gases creating visual depth, intrinsic fluid and gas motions.

* Audio-to-audio mapping – establishing what detected frequencies from the zither’s acoustic output trigger what digital audio samples; rather than a transparent logic for easy apprehension, my strategies blur the perceptual distinction between cause and effect.

* Audio-to-visual mapping – establishing what detected frequencies trigger what visual events; my strategies negotiate a oscilation between perceptual distinction and ambiguity.

Digital configurations set thresholds of performative unpredictability. Performance experience extrapolates instrumental features, but these are an indicator of artistic concerns. <Windowmatter> investigations include:

* To minimize combining visual elements & maximize their dynamic variation possibilities, reducing processing effort & temporal density of attentional demands (cognitive load) – is Gestalt’s ‘Invariance’ property applicable in the relationship between dynamic painting and music?

* To merge all sensorial sources into a single experiential timeline, addressing dramatization, stimuli competition & provoked shift in attention

* To Set fields of unpredictability in software response:
- Input volume for amplitude-detection & sample triggering is merely intuited in live performance
- Multi-frequency detection upon a single string - discrete analysis becomes unadjusted to perception. Is this due to perceptual inhibition? Is the time needed to experience the present longer than the sampling interval? Is there a synthesis of two stimuli into a single perception?

* To maximize mapping-diversity with:
- Variable audio sample ‘attacks’ and lengths
- Variable and often dissonant tonal relations between input frequency and mapped sample
- Abstract-figurative range of samples

* To negotiate aural and visual criteria; since the sound is placed in the 3D world, visual depth implies decrease in audio volume. Parameter settings for 3D-camera dislocation seek to negotiate visual diversity and audio volume control.

AUDIOGRAPHICS software in action

Adriana Sá, solo performance:

    SCORE

AUDIO

SCREENSHOTS

 

 

 

FUNDING AND SUPPORTS:


Direcção Geral das Artes / Cultural Ministry Portugal
Quarta Parede
Festival Numero
MusicBox