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In this podcast Aaron Trammell interviews Aram Sinnreich about his new book, The Piracy Crusade. Here, Aram elaborates on the corporate construction of the term “piracy,” reviews the economics of the past twenty years of the music industry, and explains the legislation of piracy along the way. At the heart of this discussion is the relationship between music and creativity, and, the question of how listening is regulated.
Dr. Aram Sinnreich is an Assistant Professor at Rutgers University’s School of Communication and Information, in the Department of Journalism and Media Studies. Sinnreich’s work focuses on the intersection of culture, law and technology, with an emphasis on subjects such as emerging media and music. He is the author of two books, “Mashed Up” (2010), and “The Piracy Crusade” (2013), and has written for publications including the New York Times, Billboard and Wired. Prior to coming to Rutgers, Sinnreich served as Director at media innovation lab OMD Ignition Factory, Managing Partner of media/tech consultancy Radar Research, Visiting Professor at NYU Steinhardt, and Senior Analyst at Jupiter Research. He is also a bassist and composer, and has played with groups and artists including NYC soul band Brave New Girl, LA dub-and-bass collective Dubistry, and Ari-Up, lead singer of the Slits. Sinnreich holds a Ph.D. in Communication from the University of Southern California, and an MS in Journalism from Columbia University.
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What We Talk About When We Talk About Girl Talk– Peter DiCola
Remixing Girl Talk: The Poetics and Aesthetics of Mash Ups– Aram Sinnreich
Editor’s Note: Welcome to Sounding Out!‘s fall forum titled “Sound and Play,” where we ask how sound studies, as a discipline, can help us to think through several canonical perspectives on play. While Johan Huizinga had once argued that play is the primeval foundation from which all culture has sprung, it is important to ask where sound fits into this construction of culture; does it too have the potential to liberate or re-entrench our social worlds? Here, Roger Moseley challenges us to rethink the philosophical discourses of both sound and play and locates the moments in which they intersect and interface. From games of Telephone to Guitar Hero, Moseley considers the ways in which sonic play can help us understand the phantasmic binaries of the analog and digital.–AT
Throughout the distinguished intellectual lineage of play (where it is touched on by notable philosophers such as Plato, Montaigne, Kant, Schiller, Gadamer, Derrida, and Baudrillard), little attention has been paid to the parallels that can be drawn between sound and play as both media and phenomena. The very name of today’s most prominent cultural and technological locus of play, the video game, overtly privileges the eye at the expense of the ear. As recent research and creative work by such figures as Aaron Oldenburg, Aaron Trammell, George Karalis, and Enongo Lumumba-Kasongo indicates, a surge of interest in audio games, as well as video games that emphasize the importance of sound while eschewing or minimizing visual stimuli, is acting as a salutary corrective to this oculocentrism. In what follows, I suggest that bringing sonic and musical techniques to bear on this history might afford new insights into play and its myriad configurations. Conceiving of play sonically entails thinking of sound playfully. This intersectional logic can, I argue, unpick binarisms that enforce problematic distinctions and constrict thought. To demonstrate this, I conclude by deploying the concept of play to redefine the relationship between the digital and the analog—and vice versa.
How can play be defined in a manner that encompasses its farrago of meanings and associations? For video game designers and theorists Katie Salen and Eric Zimmerman, the answer is deceptively simple: play is “free motion within a more rigid structure” (Rules of Play, 304). To illustrate the flexibility of this definition, Salen and Zimmerman allude to the phenomenon of light playing upon the ocean waves. They leave unexamined, however, the intimacy and richness of the relationship between play and sound. From a scientific perspective, the patterned oscillation of which a sequence of sound waves is constituted consists of free motion within the limits set forth by the laws of physics. When disciplined and deployed as a cultural technique–take the play of musical instruments for example–sonic play is humanized and rendered transitive. But, we might also suggest that instruments play people, citing the sensation of automation with which fingers flash over fretboard or keyboard. Moving further away from anthropocentrism, we can observe how sonic technologies render play intransitive once more. From the barrel organ to the iPod, sound plays without human aid when mechanically reproduced. This way of framing reproduction invokes and extends Roger Caillois’s playful category of mimicry, which can be construed as faithful imitation, deceptive fakery, or even a Baudrillardian attempt to simulate a phenomenon that never existed.
In order to pay due attention to both the technologies through which sonic play is mediated as well as the cultural techniques imbue it with significance, I suggest that we supplement Salen and Zimmerman’s definition by thinking of freedom, motion, and structure in both digital and analogical terms. To an extent, the adoption of this modish epistemological framework acknowledges that conceptions of play are always constrained by their prevailing intellectual context. More importantly, however, I contend that technologies of sonic generation and representation from the seventeenth to the nineteenth centuries can be understood to play with the categories of the digital and the analog avant la lettre (ou le chiffre). The two categories are not mutually exclusive and to treat them as such would be to subjugate the granularity of the analog to the binary logic of the digital. Rather, they co-exist as modes between which sounds and players freely oscillate.
The origins of digital sonic play lie within the human body. As Johan Huizinga put it, “the link between play and instrumental skill is to be sought in the nimble and orderly movements of the fingers.” In the course of musical performance, human digits perform innumerable calculations. At its crudest level, musical performance from a score can be construed as a sort of algorithmic play through which mimetic fidelity is evaluated (and wrong notes relentlessly tallied). This ludic logic is at its most visible in rhythm-action video games such as Guitar Hero in which the score is no longer a text but rather a quantitative analysis. The iconography of these games usually indexes a set of digital technologies used primarily for the recording, editing, and playback of music. On the one hand, this relationship can be traced back to Leibniz’s exposition of ars combinatoria and his “invention” of binary; on the other, it is realized by the hydraulic organ and composing machine devised and programmed by the Jesuit polymath Athanasius Kircher, both of which are depicted in his Musurgia universalis (1650). In media-archaeological terms, the combination of Leibniz’s concepts and Kircher’s mechanisms gave rise to the hardware and software of Joseph Marie Jacquard’s revolutionary loom, Charles Babbage’s prototypical Analytical Engine, the player piano, the IBM punch card, and the MIDI sequencer before resurfacing in Guitar Hero, a piece of software that, in purely algorithmic terms, enlists the player’s digits to verify checksums.
Such digital grids may constitute the field and the rules of sonic play, but they must be supplemented by analog elements if play is to flourish. As detailed in C. P. E. Bach’s Versuch über die wahre Art das Clavier zu spielen (1753/62), the clavichord and its descendants distinguished themselves from the harpsichord and the organ by endowing the keyboard with an infinite sensitivity to touch, thereby enabling a mimetic spectrum of emotional flow with unprecedented verisimilitude. Analogicity also provides another perspective on Caillois’s concept of mimicry, according to which one object or activity playfully stands in for another via imitation, deception, or make-believe. Additionally, the curves of Ernst Chladni’s figures, which materialized sound as sand, exemplify this sonic and mimetic trajectory as they rely on both Hermann von Helmholtz’s pioneering work on acoustics and the complex history of phonography to the development of analog synthesis.
In terms of sonic play, digital and analog elements can be chiastically recombined and reconfigured. A sonic communication game such as Telephone relies on the human propensity for analogy and its corrupting influence on the integrity of information transfer, playfully inverting the conditions and functions of the “real” telephone (which was engineered to compress informational content digitally without jeopardizing meaning). In much electronic dance music, the digital latticework, simultaneously visualized and rendered audible by the sequencer’s grid, constitutes a field of play overlaid with vocals, sweeps, and other analog elements that, in turn, have been captured via digital sampling. As a kind of meta-game, a mash-up plays with sonic elements whose relations can be parsed in the digital terms of Leibnizian recombinatorial play, but equally important are the unintended associations and analogies which inevitably emerge. And while games such as Guitar Hero foreground digital techniques of sonic reproduction, they simultaneously foster diverse forms of analogical play involving the player’s manipulation of the sonic (and social) behavior of her on-screen avatar—and vice versa.
There is no doubt that the status of sound and its mediation through and as play have too often gone unacknowledged. As well as seeking to rectify this state of affairs by stressing the importance of sound in relation to the playful operations of other media, we might also dwell on the distinguishing features that set it apart: sound and the techniques that shape it are unique in the ways they simultaneously trace and are traced by the materials, technologies, and metaphors of play.
Roger Moseley is an Assistant Professor in the Department of Music at Cornell University. His most recent research brings a media-archaeological perspective to bear on musical performance and improvisation. He is particularly interested in how the concept of play informs sonic practices and cultural techniques. Active as a collaborative pianist on both modern and historical instruments, he has recently published essays on digital games in the contexts of musical and visual culture. His current book project is entitled Digital Analogies: Interfaces and Techniques of Musical Play.
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Papa Sangre and the Construction of Immersion in Audio Games– Enongo Lumumba-Kasongo
In this podcast Sounding Out! interviews Amanda Brennan, the meme librarian at Know Your Meme. Here, Amanda explains well known audio memes like The Harlem Shake, The ASMR Whisper Community, and Holophonic Sounds. She talks about the emotional bonds of Internet communities, the similarities between memes and gossip, and the scientific bias of Wikipedia. For anyone interested in the replication of sound online, this interview is essential listening.
CLICK HERE TO DOWNLOAD: Interview with Meme Librarian Amanda Brennan.
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For as long as she can remember, Amanda Brennan loved the internet. Combining that love with a passion for archival research while earning her MLIS degree at Rutgers University, she explored tagging systems and the habits of the Internet group Anonymous. Currently, she is the resident librarian at Know Your Meme where she studies viral content and watches a lot of cat videos. You can find her on Tumblr, Twitter and Last.fm.
What does finance sound like? Is it the clanging of the opening and closing bells at the New York Stock Exchange? The shouting of offers to buy or sell? The beeps made by cash registers as a credit card is swiped? The whirring of fans working overtime to cool computers? What is this noise?
Noise, however, is not purely a sonic phenomenon. Since the late 1940s, noise has been intimately linked with theories of communication and information, as Aaron Trammell discusses in Sounding Out! posts such as “What Mixtapes Can Teach Us About Noise.” My research attempts to bring these two aspects of noise—the sonic and informatic—into conversation. I trace the interferences noise makes within a set of disparate disciplines: I listen to the history of the impact of information theory on experimental and electronic music; investigate the interferences of “fearless speech,” artistic robotics, and the public; and examine how noises digital and sonic have impacted the development of finance. Rather than creating my own definition of noise, I follow how other disciplines deal with their encounters with noise as both a material phenomenon—something that interferes with a signal, or a sound that is deemed unwanted—and as something to be theorized, asking questions such as what are the meanings of these noises? or should we be controlling noise at all?
In this post, I discuss three vignettes that outline the different ways in which noise (sonic and informatic) interferes with different aspects of finance: the shouts of open-outcry pits and the information they may or may not convey; new forms of electronic trading and the noises of server farms and trading behavior; and the Flash Crash of May 6th, 2010 that provoked noises from both traders and artists. Each reflects a particular conjunction of the sonic and informatic aspects of noise. When we attend to both components simultaneously, we discover that financial noises are complex entities that are not inherently revolutionary nor regressive, but are rather an elusive combination of both.
Noisy Trading: The Pits
My interest in the noises of finance comes in part from listening to open-outcry trading, following the work of Caitlin Zaloom’s Out of the Pits: Traders And Technology from Chicago to London and the documentary Floored (2008). An open-outcry pit, such as that found on the floor of the Chicago Board of Trade (CBOT), pairs buyers and sellers through a bodily practice of trading involving the extremities of behavior. Shouting, pushing, and shoving occur on the steps of the pit as buyers and sellers work to match their orders through nearly whatever means necessary.
In the wonderfully titled article “Is Sound Just Noise?”, the business school professors Joshua Coval and Tyler Shumway ask, in one of the few academic articles related to the sounds of the pits, whether or not the shouting might convey information that is not necessarily available on the computer screens that were then coming to dominate trading:
we ask whether there exists information that is regularly communicated across an open outcry pit but cannot be easily transmitted over a computer network. Any signals that convey information regarding the emotion of market participants—fear, excitement, uncertainty, eagerness, and so forth—are likely to be difficult to transmit across an electronic network (1890).
Coval and Shumway found that the ambient sound level of the pits did have predictive impact regarding various aspects of the market: in short, the louder the pits got, the higher the volatility in the prices of securities and the decrease in the likelihood of conducting a trade.
Noisy Trading, Redux: Datacenters
Yet changes in the structure of the market have not only shifted the location of activity to people behind computer screens and away from these types of sounds, it has also shifted the actual location of the exchanges themselves. No longer do most trades take place in the physical location of, for example, the NYSE; rather, they take place in buildings like this one, at 1700 MacArthur Boulevard in Mahwah, NJ.
This is the location of the NYSE’s new datacenter, a 400,000 square foot facility. (In the linked video, note the whirring of the fans, a new noise of finance beyond that of the pits.) The servers in these datacenters—run by highly-capitalized financial firms large and small alike—are able to respond much quicker to market information the closer they are to the computers that run the exchange. And what can be closer than being co-located in the same datacenter as the exchange? This need for speed has lead to all sorts of interesting situations, such as new fibre-optic lines being laid to shave off a millisecond or two in travel between New Jersey and Chicago, or the taking into account of special relativity effects in the location of future datacenters. The new High-Frequency Trading (HFT) algorithms run on these servers in these datacenters.
Noisy Trades, Sonified: May 6th 2010
The voice on this recording, made on May 6th, 2010, belongs to Ben Lichenstein, an employee of a firm called Trader’s Audio. Now, Trader’s Audio provides live coverage of market movements from a person on the floor of an exchange in order for day traders and others to get an idea of the “sentiment” of a market. It’s kind of like a play-by-play of market activity, a running commentary of major market movements that can’t be discerned soley by the watching of numbers on a screen. What, then, could have been going on for Ben Lichenstein to be in such a frenzy, for his voice to be inflected in such a way? What are we to make of this noise?
Well, May 6th, 2010 was the day of what has infamously become known as the Flash Crash. The full details of this day are beyond the scope of this post, so I will outline it schematically, following the findings of the official US report produced by the Commodity Futures Trading Commission (CFTC) and the Securities and Exchange Commission (SEC). (For a different take on this, see the sociologist of finance Donald MacKenzie’s “How to Make Money in Microseconds”.) In short, between the hours of 2 and 3PM Eastern Time the New York Stock Exchange (NYSE) had both its largest single day loss as well as its largest single day gain, a swing of over 600 points. A series of trades made by algorithms that failed to take into account their impact on the market caused the prices of securities to swing to extremes, excerbated by the activity of High-Frequency Trading (HFT) algorithms. While the market eventually recovered—in part due to the activity of the same algorithms that caused the problem in the first place—the event indicated the precariousness of the stock market, the potential for things to spiral quickly out of control, and the difficulty in forecasting the behavior of an ecosystem of opaque algorithms.
How do the HFT algorithms relate to the Flash Crash that took place on May 6th, 2010? While the report of the CFTC and the SEC regarding the Flash Crash does not lay blame on HFT in particular, it did indicate how these algorithms contributed to the large price swings, the immense number of shares traded, and the drying up of liquidity (that is, the ability to find buyers and sellers in the market). One of the reasons why the market swings were so severe on May 6th, 2010 was due to the fact that HFT algorithms react immediately to small fluctuations of price, a quality of markets that financial economists call microstructure noise, a fascinating topic that is unfortunately beyond the scope of this particular post. In general, HFT and these datacenters go hand-in-hand, as it is a truism that it will take longer for data to travel between a machine in New Jersey and one in Chicago, than it will to travel between two machines in the same data center in New Jersey. HFT works to take advantage of this shorter latency in order to exploit market movements on the timescale of milliseconds, accelerating trading far beyond the open-outcry pit.
Noisy Finance: The Sonic and the Informatic
Let’s conclude with a sonic artifact of the Flash Crash from the French collective rybn. Their work has explored the concept of “antidatamining,” that is, the use of the “data mining” techniques of computational capitalism in order to shed light on the intersection of data and society. Consider their piece FLASHCRASH SONIFICATION (one of the few artistic responses to the Flash Crash), where rybn took trading data from nine different exchanges on the afternoon of the Flash Crash and created an austere, digitally-sharp yet undulating soundscape that recalls the work of artists Ryoji Ikeda or Carsten Nicolai without the rhythmic precision. If you can, listen to their online-available, two-channel mix on headphones in order to appreciate the details of the piece.
The building towards the end of “FLASHCRASH SONIFICATION” was meant to “emphasize the moment of the crash, [by] adding an effect of resonance, which propagates slowly, making it more tense, as the krach goes on” (all quotes in this paragraph from author’s personal interview with rybn). Thus instead of merely transparently translating the data into sound, rybn constructed the sonification in order to bring out this resonance: “resonance is pointed [to] as one of the major risk[s] of HFT by many economists and the feedback phenomenon was in the center of our discussions when we were preparing the piece.” Isolating the Flash Crash was important for rybn as it was perhaps the “moment when people started to understand financ[ial] orientations more clearly” thereby highlighting the symptomatic nature of the “speculative short-term loop finance seems to be stuck in.”
In FLASHCRASH SONIFICATION, sonic noise becomes a translation of the data from the market—abstract yet eminently material—into a different abstract form that does not immediately signify. FLASHCRASH SONIFICATION suggests rather than indicates; listening to it cannot provide us with rational information regarding the dynamics of the Flash Crash. Instead it produces a dark foreboding of the mechanisms at work, the high-frequency pulses first recalling heartbeats that soon speed up beyond any ability for distinction. In FLASHCRASH SONIFICATION, rybn comments on the inability for computation—and by extension, the market—to be the perfectly rational, ordered space it is ideally understood to be.
In Noise We Cannot Trust
If there is one thing clear about the examples of noises heard and encountered in this post—the shouting in the pits, the fluctuations of prices, the whirring of air conditioning, the sonification of the Flash Crash—it is that noise cannot be counted upon for positive or negative disruption. Noise cannot be counted upon as a political exploit in the market, as it can signify the potential of a trade, or be recuperated into profit through the activity of HFT algorithms. Yet noise can also provide an alternative experience of the Flash Crash beyond that of bureaucratic reports and figures. It is thus through the interferences noise causes within the dynamics of finance that we come into contact with the equivocality of noise as a phenomenon, and thus become attuned to a particular need to not confine noise to preconceived notions of positivity or negativity.
Nicholas Knouf is a PhD candidate in information science at Cornell University in Ithaca, NY. His research explores the interstitial spaces between information science, critical theory, digital art, and science and technology studies. His dissertation, “Noisy Fields: Interference, Elusiveness, and Embodied Temporality in Sonic Practices,” examines the sonic and informatic characteristics of noise across a set of disparate disciplines, arguring for an attention to the equivocality of noise as a material-discursive phenomenon. He is also a media artist whose pieces engage with academic publishing, ad-hoc networking, and non-speech vocalizations. More information about his research and practice can be found at http://zeitkunst.org.
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Experiments in Agent-based Sonic Composition–Andreas Pape
SO! Reads: Jonathan Sterne’s MP3: The Meaning of a Format–Aaron Trammell