However, the proportion of sound work that depends upon the interaction between the artist and the system used is so substantial that interactivity has become almost a default mode for m
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Introduction
Interactivity is a feature common to
many works of sound art Interactive
works are not uncommon in other art
forms and much of what follows might
be equally applicable to, for example,
visual media However, the proportion
of sound work that depends upon the
interaction between the artist and the
system used is so substantial that
interactivity has become almost a
default mode for much of sonic art
practice This is not least due to the
nature of the software often used to
generate and transform sounds.
Much of this has the potential for high
degrees of ‘customisation’ and is
therefore useful in the pursuit of
innovative sounds and ideas In turn,
this implies the greater possibility of
more fully interactive operation – the
temptation is almost irresistible!
Types of interactive works
Interactivity may exist at a wide range of levels, from the more-or-less unnoticeable
to a full-on format in which the input of the user or participant is central to the unfolding of the work Most commonly, interactivity involves the use of computers and software that is custom-written but, once again, this is by no means inevitably so: sophisticated interactions are quite possible without the intervention of complex, software-dependent technologies
The images opposite show two very different installations, taken from an undergraduate degree show They are both interactive to some extent – one using very simple audio technology and the other employing advanced and highly sophisticated custom software
The first image of Nathaniel Mann’s piece,Foley Works – The Sound of Snow Underfoot (2006), shows an installation
work based upon the film soundtrack
process known as ‘Foley’ This involves the creation of background sounds (such as, amongst many other things, footsteps in snow) In Mann’s work, buried
microphones pick up the sounds made by the user and simply relay them back via headphones The user hears these sounds and modifies their actions accordingly
Although essentially technically unsophisticated, the user is enabled to engage with the work on several levels and we see that what at first appears to
be quite a simple work, invites users to involve themselves in thoughts and actions covering a wide scope
The second example (by Dani Joss) uses a video camera to detect the movements of the user This information is then used to control the generation and playback of sound into the exhibition space By implication, the user then responds to what he/she hears and, as in the first example, modifies his/her actions
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Interactivity
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Left: ‘Foley Works – The Sound of Snow Underfoot’
An interactive sound installation by Nathaniel Mann in which visitors are invited to recreate the sound of footsteps in snow using the techniques adopted by Foley artists when making film soundtracks At a deeper level, the work recalls the occasion during the First World War when British and German soldiers left their trenches to celebrate Christmas together in the snow.
Image courtesy of Maria Militsi.
Left: ‘Stasis/Kinesis’ by Dani Joss
Joss describes this work thus:
‘An installation that can track and analyse the motion of a viewer standing on a clearly marked “sweet spot”, and use this information to influence and modulate musical composition It features a custom sound diffusion system and video projection As its name suggests, the central theme of this work is the stillness/motion dualism This has been contrasted with repetition/variation and excitation/equilibrium, all abstract concepts in their own right The installation is an attempt to move away from the culture of objects and symbolism and to revisit the aesthetic principles of abstract expressionism and the musical thought of the likes of
M Feldman through computer technology and a viewpoint inspired from the early experimentalists.’
Image courtesy of Dani Joss.
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PROCESS AND PRACTICE
Concepts and definitions
So what do we actually mean by Minteractivity? Chris Crawford has an excellent definition:
Interaction: An iterative process of listening, thinking and speaking between two or more actors 13
Clearly, Crawford uses the term ‘actors’ in
a far broader sense than normal since, by implication, he includes non-human (indeed non-biological) systems in his definition He breaks the process down into three components: ‘input’ (listening),
‘output’ (speaking) and ‘processing’
(thinking) Arguably, we may wish to add another component to this list – feedback – although, in a sense, this is already implicit in his definition
Critically, however, he points out that the process is iterative If we move the mouse attached to our computer, we see the cursor move on the screen We note its position and move the mouse in accordance with what we see, observe again and continue this process until the cursor comes to rest over the word that
we seek That’s a very simple level of interaction involving an iterative process and a dialogue between our computer and
us Importantly, it relies very heavily upon the points of contact between us: the mouse and the on-screen display This is the interface, one of the most significant parts of any interactive system
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‘THE PERCEPTION OF SOUND
DOES NOT JUST INVOLVE THE
ACT OF HEARING, BUT IS IN FACT
THE PROCESS OF LISTENING THE
LISTENING SYSTEM INCLUDES
TWO EARS TOGETHER WITH THE
MUSCLES FOR ORIENTING THEM
TO A SOURCE OF SOUND.’
JANEK SCHAEFER, ‘AUDIO & IMAGE’
Interactive systems respond to those who encounter
them The forms of interactions may be many and varied
but, most typically, the system will respond in some way
to the presence or gesture (in the broadest sense of the
word) of the onlooker The viewer becomes a participant
and to a certain extent influences the outcome of the
work Some theoreticians argue that all art is
interactive to some degree but, in the sense that we use
the term here, interaction takes place to a far greater
extent than could possibly be the case if the work were
to be, for example, a painting or a static sculpture.
Interactive systems are often (but not inevitably)
technically sophisticated and may use complicated
technologies such as motion tracking – using video
cameras and advanced software – or custom
programmes, often created using systems such as
MAX/MSP.
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Interactive systems in practice
The interface represents and shapes our
knowledge of the whole system and is
arguably the single most important aspect
of interactivity It has to take information
from the user, convey it to the system and
return the system’s response back to the
user Clearly, the success of these
processes is key to the success of the
whole work In order to ensure that
success, one of the most important
considerations is how one set of
information is mapped to another
Mapping, however, is by no means the
whole picture Allied to it is the need to
consider carefully what we can and
cannot constructively use to provide
input to our system One fairly obvious
idea is to use the electrical activity of the
brain to control our system and this has
been used in biofeedback trainers that
detect certain brain rhythms associated
with relaxation and emit a sound to
reinforce them Similarly, systems exist for
people with special needs that allow them
to ‘think’ an on-screen cursor to a
particular position but these rely on one
single piece of information – the presence
or absence of a particular waveform in
the brain We cannot then modulate our
own brain waves to, say, increase the
volume or lower the pitch of a sound
Nonetheless, in 1965, Alvin Lucier’s work
Music for Solo Performer used his brain
waves as a basic sound source, which,
when amplified, caused percussion
instruments placed nearby to resonate
Arguably, Lucier would have heard this and his brain activity would have been influenced as a result The interactivity of this ‘system’ is, however, quite limited – it was not as if Lucier could mentally opt to
‘play’ one or other instrument – and so we should make a distinction between works that are truly ‘interactive’ as opposed to those that are really simply ‘reactive’
How can we establish what will work and what will not? A primary requirement is a source of good, clear information If we use a video camera to track movement, we need a good, well-lit image of an object, possibly of a distinctive colour, with clearly defined edges that contrast well with the background With this quality of data, our system has an excellent chance
of identifying the object, following it and being able to apply controls to the system
in response to movements before the camera The same principles apply to any control input: the information must be as clear as possible So, good examples might
be sound/silence, dark/light, moving/static and so on More difficult examples might
be volume of sound, intensity of light and speed of movement In other words, a binary input (off/on) is simpler and more reliable than one that varies but, clearly, it has less potential for subtlety of
interaction
INTERACTIVITY
13 Quoted in O’Sullivan, D & Igoe, T.
(2004) Physical Computing Boston MA: Thomson Course Technology PTR.
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Interfaces and physical computing14
Once we have an idea of what form our input may take, we can consider what physical interfaces are required
Experience suggests that the design of any interface has a substantial influence on what form the dialogue with the system will take For example, a musical keyboard will allow the user to interact with the system However, it comes with significant cultural baggage Using such a keyboard immediately references the Western European musical scale and so tends to impel the user’s interactions in a particular direction that relates to the intervals between notes, the structure of chords, key signatures and the like In actuality, the keyboard is merely a collection of switches (so the note middle
C could be mapped, not to a musical note but to ‘blue’ or ‘up’ or ‘loud’ – anything in fact) but the physical presentation pushes
us into a quite specific mindset that we may or may not want
We need to carefully consider what form
of input we want to offer the user Take, for example, the idea of gesture as a controlling input We could use the mouse for this or perhaps we could be a little less traditional and use a graphics tablet
or a games controller These all have the advantage that they plug into a USB port
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Above: EyeCon
This system uses inexpensive webcams
to provide video input The software can then track the movement of objects by their edges, colours or other criteria defined by the user This information can then be used as a controlling input to other systems.
Left: Stamp microcontroller
Essentially a small computer on a single chip, the Stamp and others like
it can accept inputs from almost any source(s) and translate them into data that can be accepted by computers.
Alternatively, once programmed, they are able to control some systems entirely by themselves.
Image courtesy of Parallax Inc.,
<www.parallax.com>.