Tag Archive | Aesthetics

Sounding Out! Podcast Episode #6: Spaces of Listening / The Record Shop

In honor of Record Store Day (4/21!!!!) our latest podcast investigates what it means to inhabit the most profound of listening spaces, the record store. While we have done some written investigation of this space–see Jacqueline Dowdell’s January post “The Specialty Record Shop”–this podcast is an aural collage/conversation between music lovers of many stripes: academics, record store owners and employees, and artists.  This is a discussion about analog space in a digital age, and all the broken jewel cases in-between. Themes of desire, consumption, community, and aesthetics drift amidst the respondents as they address the magical space of the record shop through their lived experience.


CLICK HERE TO DOWNLOAD: Spaces of Listening / The Record Shop

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Respondents (in order of appearance):

Benjamin Gold is a freelance writer from New Jersey. His thoughts on music and movies haven’t been published in that many places, but Askmen.com and PLANET° seem to like his work.

Rebecca Berkowitz is a DJ at the 90.3 The Core (WVPH Piscataway). You can tune in to her show at thecore.fm between 8PM and 10PM on Mondays.

Eric Lott teaches American Studies in the English department at The University of Virginia.

Quinn Bishop is the owner and operator of Houston’s oldest and most active independent music store, Cactus Music.

Jennifer Stoever-Ackerman is co-founder, Editor-in-Chief and Guest Posts Editor for Sounding Out! She is also Assistant Professor of English at Binghamton University and a Fellow at the Society for the Humanities at Cornell University.

Miranda Taylor plays drums in a band called Black Wine, and is also the voice (and beat) behind Sounding Out!’s podcast introduction, which she recorded with her old band Hunchback.

Damien Keane teaches at the English department at SUNY Buffallo.

Andrew Leland  is co-editor of The Believer magazine. He speaks here with Dave Truesdell, who now staffs the Recorded Sound Collection at the University of Missouri’s Ellis Library, about Truesdell’s time working at various record stores in Columbia, Missouri.

Aaron Trammell is co-founder and multimedia editor of Sounding Out! He is also a Media Studies PhD candidate at Rutgers University.

Experiments in Agent-based Sonic Composition

John Cage’s “Music of Changes,” which was composed using a random component from the iChing.
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I perform and write music, normally acoustic, and usually for a single guitar, harmonica, and voice. I am traditional in my choice of instruments, they are basically “old” technology. On the other hand, I am also fascinated by the idea of robotics in music. The idea of artificial, autonomous music creators that work alongside human musicians. John Cage used the iChing to make choices about musical form in some of his compositions, including “Music of Changes” above, which has some of that flavor. It is music that is composed, not just performed, by a partially artificial means–by a non-human actor, the iChing.
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In my work as an economist, I develop autonomous software programs that simulate economic actors in a process called agent-based modeling – the construction of independent pieces of software, which simulate real agents in the world, that interact and form patterns that transcend any single agent’s behavior. Recently I realized that agent-based modeling might be able to be applied to the construction of music: creating individual artificial decision makers which might together construct a piece of music that transcends what any one of them can do.
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Think of a swarm of bees or a school of fish. Once biologists thought that schools of fish had a `leader fish,’ a single fish that would direct how the school would move. Biologists also once thought that the queen bee was the `leader’ of the hive, that it directed behavior of the bees in the hive. Both of these beliefs have been shown to be false. There is no leader in a school of fish. On the contrary, each fish responds to local information and then the co-ordination which arises on the school level emerges from this system of individual choices. The same with bees…the queen plays a part in the hive, like all the bees play parts, but there is no sense in which she directs the others. There is no bee that is in charge.
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Here is a video of my colleague Hiroki Sayama’s `Swarm Chemistry’ in action. The specks you see on the screen are individual agents, dumb agents, who react to their environment, which is other local agents. There are no leaders here, there is only group behavior.
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In this clip, you can see the swarms which emerge. The music is incidental in this clip; not a result of the swarm behavior.
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I have begun an experiment in agent-based sonic composition with the idea of emergent behavior and agent-based modeling in mind. In this video I show my initial foray into this world:
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The agents in this video are small triangles that seek a well, and eventually learn (sometimes more effectively, sometimes less effectively) where that well is. What I have done to add a sonic component is to assign each agent an instrument, and assign the agent’s proximity to the well to the pitch of the note they create.
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“Random” sounds created by a computer are nothing new. And, frankly, I find them uninteresting. No depth, no humanity. But I think agent-based sonic composition might be something different. These agents are not simply random (although indeed, their behavior has something of a random component, or seemingly random component). They are goal-seeking, they are purposeful, and the sound they generate is a function of their effectiveness and path in pursuing that goal. I think this purposefulness can be heard in the sound the create. There certainly isn’t a melody, but there is a story being told, some kind of struggle being documented.

Borrowed from http://pull.imgfave.netdna-cdn.com

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Swarms, too, are not simply random. Though swarms may be composed of elements have that have randomness in them, they are also structured. If Music is sound with structure, and complex systems is the study of emergent structure, there could be a genuinely interesting music that might emerge from a well-constructed agent-based approach to sonic composition.
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I’m not convinced what I have is there yet. There are not interesting interactions between these agents, and there is not a structure to their sound that has depth – yet. Perhaps the next step is to tie the goals of the agents more explicitly to music making. Perhaps there can be melodic agent who moves on a predetermined path, and the other agents try to follow that agent, and hence the sound that comes out documents their struggle. Maybe the agents’ notes should be restricted to scales, so that it sounds less chromatic. Or, perhaps, as I suggest in the video, there can be some agents which control rhythm and others that control pitch.
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To be clear: I wouldn’t just listen to this. I don’t know if I would call it “music” yet. But I think it may get there some day.

Andreas Duus Pape: is an economist and a musician.  As an economist, he studies microeconomic theory and game theory—that is, the analysis of strategy and the construction of models to understand social phenomena—and the theory of individual choice, including how to forecast the behavior of agents who construct models of social phenomena.  As a musician, he plays folk in the tradition of Dylan and Guthrie, blues in the tradition of Williamson and McTell, and country in the tradition of Nelson and Cash.  He plays acoustic guitar, harmonica, and voice: although the technology of his musical production is a hundred years old, his ideas are often quite modern, and he covers songs as old as early last century and as recent as this one.  Pape is also an assistant Professor in the department of Economics at Binghamton University, where he teaches microeconomic theory at the undergraduate and graduate level.  He is a faculty member of the Collective Dynamics of Complex Systems (CoCo) Research Group: http://coco.binghamton.edu and considers complex systems and agent-based modeling to be central to his research

The Role of Sound in Video Games: Pong, Limbo and Interactivity

Recently, I’ve been amazed by how well the sound design of the new Xbox LIVE game Limbo has been able to coax me into various degrees of panic. Visually, the game is monochrome – black, white and various shades of grey sink into and out of the television as I guide the main character, a little boy, through the landscape of his nightmares. Tension builds as sound is used to announce off-screen dangers as they slowly creep across the screen. The muffled thud-thud of a giant spider on the left prompted me to run to the right where I suddenly encountered the deadly scream of a buzz-saw roaring toward me. It’s scary stuff.  An ambient sound-layer is interrupted only by an occasional feedback crescendo or the rustling of the world’s many dangerous occupants. The soundtrack of Limbo says a lot about the game, which in turn says a lot about our culture. Video games are rarely the object of analysis for sound culture studies, this is fairly counterintuitive considering both their social impact and technological nature. Should sound studies take a closer look at video games – where would it start?

One option is to consider the game historically, as the convergence of several media discourses. First, there is cinema: The soundscape of Limbo borrows the formula that set the stage of desolation for so many low-budget horror movies. Consider the eerie silence of a horror movie like The Evil Dead and how there is a deliberate quiet within it’s conversation and music. These sonic memes are intended to invoke tension and surprise within the audience. Bruce Campbell, who plays the hapless protagonist, Ash, creeps through a similarly nightmarish landscape, inviting the listener into the soundscape of leaves, creaks, and screams. In a tradition, indebted to the aesthetics of Hitchcock, quiet soundscapes allow for broad dynamic shifts, juxtaposing safety and danger.

Another important discourse is that of video game history. Broad dynamic shifts in video games, have not always been the result of a deliberate horror aesthetic. Video games lacked sound until the release of Computer Space in 1971. A year later, the same creative team, Nolan Bushnell and Ted Dabney, would later found Atari and release Pong. Though Pong was a clone of an electric ping-pong game for 1966′s Magnavox Odyssey, Bushnell convinced Al Alcorn, the lead engineer, to hack-in sound. Silence, blips and beeps were for almost 25 years a result of hard technological limits in video games. As CD driven consoles were released in the mid-nineties, game sound was able to become more sophisticated, eventually integrating popular music seamlessly into games like Tony Hawk Pro Skater. Although game soundtracks were no longer constrained by the draconic limitations of console circuits (The Atari VCS was often unable to set its two lead voices to a similar scale – Karen Collins describes this more fully in her article “In the Loop”), game sounds still depend on the limitations of programming code. Limbo offers the latest technology, sound designer Martin Stig Anderson, has explained how advances in programming language have helped him to accommodate dramatic shifts in player control.

Game sound has always focused on the interactive, and Limbo is a great example of this development. Although games like Super Metroid and Portal have used ambient sound to emulate cinema, Limbo presents a living soundscape. Able to freely traverse the world, players can control the score of Limbo, a sign that music is becoming interactive in new ways. Is this a meaningful sign of technological convergence, or simply a reiteration of the existing aesthetic tropes?  You decide.

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