Steve Reich is a contemporary composer that works with generative music. Generative music is music that is ever-different and changing, and that is created by a system. One of Steve Reich’s most famous pieces is “Clapping Music,” (linked above) where he created a rhythm and overlays the same rhythms on top, but one or more eighth notes apart from the original version. The interest and music is created from how the same rhythms interact with each other depending on how much time is spaced in between the two rhythms. The video above shows the rhythm which can be counted as “one two three, one two, one, one two” in which the commas are counted as rests. When shift is called, the rhythm is shifted one eighth note apart from the original and the distance increases until they are both in unison by the end of the clip.
Francis Dhomont – “Citadel Interieure”
Francis Dhomont is a composer in the late 1900’s that focused on composing music that drew from natural sounds. This technique is called Musique concrète which is music created by everyday sounds such as people talking or drawers closing and any sound that we would not normally associate with music production. Utilizing this technique for composition sometimes leads to the final piece to lack melody, harmony, rhythm, and meter. However, this music can tell stories that cannot be told with typical instruments.
His piece “Citadel Interieure,” (linked above) tells a story of a denied reality in a Subterranean Labyrinth, which would be difficult to create the same effect with standard instruments, even with a full orchestra. His innovative compositions evoke new specific emotions that opened new boundaries in the field of music.
In moving forward with sound installation as a genre, I’ve been looking at several installations. The two which come to mind are Sound Forest, by the Graduate School of Media Design, Keio University, and Rainforest, by David Tudor. Both of these pieces deal with capacitance and physical objects which resonate and become a part of the space, and that’s a quality of installation work that interests me. I’m wondering how I might be able to incorporate interaction with my installation, and perhaps by working on my final project, I may be able to get a sense of how that might be done.
I’m working on a sound installation for next semester, and I’d like to use this project to create an interactive draft of the installation. The basic concept is a bunch of phones hanging from the ceiling, playing back snippets of “final conversations” that I’ve amassed from a Google Survey through social media. The overall project will be a small animated scene which plays sound when clicked, etc. Part of what I love about P5 is the drawing aspect, so I’m going back to the start and drawing the scene, using the computational elements I’ve learned along the way to make it stylish.
For my final project, I want to expand on the work I did in week 9. I will create a photo editor. An editor that applies a multitude of filters to different aspects of the images. It will load an image of the correct size, provide multiple options for editing through a panel of interactive buttons, and will re-display the edited image. Different buttons will edit the composition, color, pixels, and any other edits I can come up with or code. I plan to create a blur function. A black and white filter. A duotone filter with an attached color editor. A pixelating function. And possibly more I will come up with in the process, this is all I know I can code right now.
I want to also focus on creating a clean and successful UI in p5js to successfully support the code. Something simple but powerful that I will also create descriptive icons to describe the different possible edits that can be made to the image.
For my project I was looking at twitter bots: specifically art bots and poetry bots.
@pixelsorter is an art bot that utilizes pixel sorting. The pixels of a base image are sorted and rearranged according to some value of the pixels, such as how much green is in each pixel, to create a new composition.
@a_quilt_bot is a bot that takes images submitted by followers and recreated them by editing visually similar photo snippets of fabric into place, creating what looks like the submitted image were it made into a quilt.
I’m interested in this kind of art because I think it makes use of a medium (in this case twitter) in a way that the medium wasn’t intended for originally. I view these projects as starting points, and want to include a generative element in addition to reorganization of the original content.
For my final project I am interested in making a twitter bot that either randomly generates abstract art by having the code run through a series of conditionals to represent different choices an artist would make, or takes tweets or images chosen by the user, and rearranges the pixels/words of the input and rearranges them to form abstract art/poetry. I did a bit of research and once you make an account for your twitter bot you can create an application that links to a url, or in my case, an index.html file. I think that twitter bots are interesting because a lot of times what seems to be randomly generated content turns out to be thoughtfully done to produce a comprehensible (or humorously uncomprehensible) outcome. I think the most difficult aspect of this project would be breaking down art and language down to its most basic parts, so that when reassembled according to how the code dictates, it is not completely nonsensical.
While it’s difficult for me to provide a sketch without actually writing the code, here are some inspirations that I expand upon in my looking outwards post
For this project, I intended to do some experimenting data visualization that focuses on environmental conservation. My goal was to visualize the data from NASA. Some possible data sets are Carbon Dioxide, Global Temperature, Arctic Sea Ice Minimum, Land Ice, and Sea Level. However, what I want to communicate is not as complicated as the “climate time machine” nor the fancy graphs. Instead, I want to take the advantage of p5js and do some animations’/graphics’ movements that represent these statistics in a much simpler way. The project is intended to make not only the scientists aware of global warming (which they have already done enough), but spread the awareness to all ages in all social classes. I intended to try my best ability to convert some of the changes to very appealing and easy-to-connect graphics. Below are two of my starting ideas.
The first one conveys an easier version and a harder version as I haven’t experimented with my ideas and don’t know the achievability.
The second one deals more about the physic module we have learned in class. I will use elements like “gravity”, “damping”, “spring”, and etc.
*fyi: there are 3 inspiring projects listed here, and I felt each one of them was important to explaining my inspiration and because of that I couldn’t exclude one of them, so here they are…
Inspiration Project 1 Awkward Dimensions Redux:
Awkward dimensions Redux is a game available on steam as of October 21st,2016, meant for computers. It is a game that explores dreams and their ever-confusing, ever-scattered logic (or lack thereof) but convincing and astoundingly real-feeling qualities. It capitalizes on the unpredictability, perplexing, and looping qualities that all dreams seem to retain. The game itself is made by a Denver based high school student in college, Steven Harmon, who’s studies focus on psychology and theater (both of which shine through in the actual game). The game itself relies heavily on metaphors to make points and many of the functions from dreamscape to dreamscape are representative of this. For example The interactions are limited to walking, jumping, inspecting, picking up stuff, and solving some small puzzles. But, the amount that one can interact or the amount of control they have varies from scene to scene, and on occasion they have no control at all.
Here’s a link to a video for it: https://www.youtube.com/watch?v=3gQr39Pmx5E
Inspiration Project 2 That Dragon, Cancer
That Dragon, Cancer is a game dedicated to and based on a true story which revolves around the lives of a couple and their newborn child. Their son was diagnosed with terminal brain cancer at only 12 months old leaving him partially blind, and unable to speak. The game documents his struggle and fight with cancer as well as the emotional ups and downs for the parents during they time they had with Joel (the son), before he died. Through a mixture of first and third person perspective you are led through an extremely touching, but heartbreaking narrative and are invited to slow down for a moment to immerse yourself in the intimate narrative of another person’s life. There is an ambiguity maintained throughout the game as to who you are, leaving a hefty amount of room for interpretation and allegory. There is also a distance maintained between you and the characters in the way they are visually represented – blockish, with very few details across faces, however – regardless the story and the game play pull you in – it absorbs you and becomes you in the sense that you start to experience what Joel’s parents went through as though you yourself are going through it. There’s not a lot that can be said about it that matches how it feels to play, so I suggest if you really want to understand the game that you play it and experience it for yourself.
Inspiration Project 3 The Game: The Game
Angela Washko’s installation/game is unusual in both what it represents, and how it plays. It was first exhibited August, 2016 and is a continuation of a series called ‘BANGED’ done by the artist revolving around her interactions with player/pick-up artist/overall misogynist, manosphere figurehead, Roosh V. This game is not about him, but about exposing and discussing the practices used by several prominent pick-up artists (or seduction coaches as they like to be known as). In the game the player is a character to undergoes interactions with each of the coaches (all of whom are trying to bust a move on the player), in a dialogue-based format similar to a lot of dating sims. The coaches are all trying to seduce the player using the techniques and practices mentioned in their respective instructional guides and video materials. This allows for a fascinating conversation to take place on the social construction of dating and the experience of being a woman and exploring this confusing and often uncomfortable terrain.
Link to a video of the artist speaking about her work and the background behind it (videos of the actual piece are in this): https://vimeo.com/225466353
Each of these games have something big in common: they all address pressing issues or big themes with a relative subtlety or creative sensitivity, in very different ways. I think that is what I admire most about them – how they take something touchy, hurtful, or confusing – and then couple our experience with them and comfort/capabilities for idea-intimacy in gaming. The way that each of the games do it is so different as well, which is be-fitting considering they are each discussing very different concepts. Overall I hope to draw a lot from each of the projects that I mentioned and that I am able to communicate that same level of intimacy with my ideas allowing the player to become emotionally invested or even just sympathetic to what occurs in the game or what happens to the character. I hope to also be able to accurately match certain ideas or concepts regarding things just through the gameplay and format/construction of the ways the game can be played. In all honesty, I’m not sure that any of the games missed out on opportunities – they each seemed to hit the nail on the head in how effectively they were able to get players to really let go and become attached to the events transpiring (particularly That Dragon, Cancer).
The first idea is a bit ambitious, but I was thinking that for the final project I would like to create a video game. I’ve been thinking a lot about sexual assault considering all of the events and exposés that have occurred even just within the past two months amongst celebrities and stars – and in thinking about that I also was brought to ponder the way that we teach kids or even explain it to adults. The game I wanted to create would explore how to explain the idea of it and what it is/what it feels like in a subtle and sensitive way while simultaneously not trivializing it – as someone who has experienced it, I know it’s not an easy topic to discuss. I would use P5.js, and a combination of sound and animation to make this an RPG. It’s a very serious and touchy topic, but I also feel that it’s important to think about and playing through the perspective of someone who experiences it, can create a gateway to being able to sympathize if you haven’t experienced it first hand. I think that is the power of games. Obviously this is a tough subject and needs a lot ofthought and consideration, but I am invested in exploring this idea.
The second idea is somewhat more simple, though also a interactive game – and I wanted it to act as a code-based, explorable/episodic moving painting of the nightmares I experienced through my freshman year. To give some background/context – from the months covering end of fall semester in freshman year to the begging of the spring semester – every night I woke up periodically from a series of terrible nightmares, and it got to the point where towards the end, I tried to avoid going to bed at all – so as to avoid having the nightmares – I also wrote extensively about the dreams I would have since they were always so vivid. At the time I was going through some traumatic things at the time and the 3 months of nightmares that ensued were partially a result of that. Now that some time has passed I think I would like to revisit that time from a different perspective, and try to take the opportunity for creating a game out of this experience to try and explore it as well as take some time to understand this situation from my past a little better. It will be made in p5.js with some images/animations pulled from photoshop or illustrator or wherever I decide to make them, and I think that I will include some ambient sound, but beyond that the piece will rely on text (if there is anything said at all in it).
I don’t think I will be collaborating with anyone else for either of these ideas, as these are both such powerful/personal thing – and both of them are of course subject to change. It would be great to get some feedback on each of these ideas and what seems manageable so that I can narrow down the project scope and figure out what to focus on for the final project.
This is a generative book by allison parrish. The book is entirely randomized, although the sentences are put together so that they follow each other in a valid manner. I personally don’t think it makes much sense, but it is still an interestinggt precursor, demonstrating both the potentialities and the drawbacks/difficulties of text mashing.