SO! Amplifies. . .a highly-curated, rolling mini-post series by which we editors hip you to cultural makers and organizations doing work we really really dig. You’re welcome!
The first annual Sounding Board sound exhibit was held at The Companion Gallery in Austin, Texas on December 3 – 6, 2015, as part of the 60th anniversary meeting of the Society of Ethnomusicology (SEM). In the promotional literature for the show, the curator, Leonardo Cardoso (Texas A&M), described its objective: to give students, ethnographers, ethnomusicologists, and any “sound-minded” people an opportunity to share research and contemplate fieldwork from different perspectives. Cardoso hoped that SEM Sounding Board would “stimulate dialogue between ethnomusicology and other fields, especially sound studies, sound art, ecomusicology, anthropology, and media studies.” He also sought to facilitate interaction between the local community in Austin and SEM scholars who traveled to attend the conference.
I spoke with Cardoso about this exhibit on several occasions. When I asked him why name the exhibit “Sounding Board”?, he told me that Veit Erlmann (University of Texas Austin), described once described his role as a mentor as someone to bounce ideas off of, like a sounding board. In a similar way, Cardoso’s vision for the first annual SEM sound art exhibit was to create opportunities for scholars and local people to meet and discuss sound, ethnography, art, and fieldwork in an open context, and learn from each other while interacting in that space. He designed Sounding Board as a place where “ideas are amplified” and scholars and community members can make fruitful connections because they have an opportunity to reflect and discuss research with people from different backgrounds.
In his invitation to SEM attendees, Cardoso described Sounding Board as
[eight] sound works that probe into sonic in-placements (water and wind), sonic displacements (the telephone, the radio, and the microphone), sonic emplacements (the acoustic territories of urban Taiwan, the Brazilian hinterlands, and West Texas), and sonic mix-placements (in Mexico City).
This collective sound exhibit showcases the creative work of scholars attentive to the spatial, acoustemological, and ethnographic potential of sound. SEM SOUNDING BOARD challenges distinctions between sound-as-episteme and sound-as-performance, sound-as-ethnography and sound-as-art.
Interactive, Immersive, Ethnographic Sound Art
The playfully engaging work, Pool of Sound, welcomed me to the interactive SEM Sounding Board exhibit. As soon as I walked into The Companion Gallery, I noticed the eye catching 1st Annual SEM Sounding Board poster near a studio monitor on a stand, facing another monitor, placed directly across from it, about 20 feet away. A large illuminated circular area gleamed in between the silent speakers. When I moved into the light, I suddenly heard the clear sounds of gently rushing water, but only for an instant, then there was silence again, as soon as I stood still. As I turned and stepped towards one of the speakers I heard the rushing water return. The gurgling sound mirrored my movement and when I stopped, the sound of the water stopped.
Lina Dib (Rice University) created the piece, with an
enchanted zone [that] literally becomes a pool of sound where sound becomes substance, something to be physically and playfully encountered. In other words, sound with this installation becomes palpable, sound is made (in)to matter. The larger the visitors’ gestures, the louder and stronger the sound of water becomes.
Dib cites Jean-Luc Nancy in her work’s description, understanding her piece as an embodiment of Nancy’s observation in Listening that sound envelops the listener: “Sound has no hidden face; it is all in front, in back, and outside inside, inside-out.”
While experimenting with the intersections of sound and gesture in Dib’s Pool of Sound, I noticed someone sit down at an antique-looking wooden desk across the gallery, pick up an old school, land line telephone, dial a number, and start writing on a notecard. The person at the desk was experiencing Schizophone, Calling Son Jarocho, a installation by Craig Campbell (University of Texas Austin) and collaborators, Julian Etienne, Juan-Pablo Gonzalez, and Cameron Quevedo. When the person hung up and left, I sat down, braced the phone between my ear and shoulder and listened to a dial tone.
I dialed a few numbers and started to hear a conversation through the receiver: musicians were speaking in Spanish, discussing certain subtleties of a Son Jarocho performance. I felt like I was eavesdropping. I dialed another number and the sounds of Son Jarocho music flooded my ear. This installation provides numerous sound bytes of field recordings related to Son Jarocho music of Mexico. Each recording is described on a notecard that gives ethnographic descriptions of the situation. Campbell also asks the listener to participate in the piece by filling out a card to leave a record of their experience. The artist says that his “work builds on R. Murray Schafer’s ‘schizophonia’ to signal the profound but also banal experience of listening to recorded sound. The schizophone recruits the telephone–a mundane, though now largely residual technology–to frame and structure an encounter with archival recordings.”
A few feet away from the Schizophone desk, a poster stand held a flyer for the piece Wind Noise by Marina Peterson (Ohio University). A pair of headphones clung to the stand.
When I put the headphones on I expected to hear some cinematic blowing, or the soft sound of a summer breeze. Instead, I heard a familiar, dreaded, thumping noise. Peterson’s work indulges in a recording taboo: the clipping, dull thud of wind hitting an unprotected microphone.
As I listened, I thought about noise and how to define it. Usually, this thudding sound would bother me and I would cut out chunks of recordings to get rid of it. But in the context of a sound art exhibit, I found myself examining this noise, and listening to it as art. This reinterpretation of sound in relation to space reminded me of David Novak’s discussion of “Noise” as a genre in the context of Japanese music coffeehouses in his article, “2.5 meters of space: Japanese music coffeehouses and experimental practices of listening.” Peterson discusses her work as an exploration of technology, mediation, and the microphone. She describes these recordings as
an effort to reveal the microphone as technology by disrupting it. Wind noise is sound as touch – this is the sound produced by touching the microphone, whether by finger, breath, or air. These recordings do not capture the sound of wind, but the sound wind makes on the microphone. The sound the microphone makes when touched by wind.
In a recessed corner of the gallery I saw a music stand with a piece of paper on it. I didn’t know if it was part of the Sounding Board installation, or just a piece of equipment, set aside. As I stepped up to the stand to read the paper, I unexpectedly stepped into a chamber of sound. A Holosonics AudioSpotlight AS-24i directional speaker, mounted on the ceiling, beamed a column of music into that area, which a listener can hear only when directly below the speaker.
The piece is called Resting Place, by Michael Austin (Howard University). In the description of this work Austin states:
Resting Place is based on the old cowboy song ‘Bury Me Not on the Lone Prairie.’ Not only does this work confront listeners with thoughts of mortality and final resting places, it embodies the wide open spaces of my childhood home and serves as a place of peace and relief for the here and now.
Austin grew up in the countryside of the Texas Panhandle, and his work intends to bring a piece of that Texan soundscape to a corner of the gallery. I could hear the sounds of birds, wind, and water combined with chant and meditative, drone music; they were all sounds that would usually communicate rest and peace. Unfortunately, I had a difficult time entering that relaxed frame of mind because the recording of the Texan soundscape often clipped, which disrupted my concentration on the calming aspects of the field recording. Composers such as Annea Lockwood and Janet Cardiff use binaural microphones to capture nature sounds up close and create an intimate surround sound experience for the listener; although I am fascinated by the concept of creating a “soundscape chamber” by using a hyper directional speaker, I would love to hear the details of Austin’s field recordings through a nice pair of headphones.
Resting Place and Wind Noise invite contemplation as the listener receives sound. In contrast, the broadcasting sound piece by Tom Miller (Berkeley College) is intensely interactive. In Radio Texas International, a Micro Radio Station in the Austin Wavescape, Miller creates an experience where it is possible to broadcast sound and listen to recordings.
Resting Place and Wind Noise invite contemplation as the listener passively receives sound. In contrast, the broadcasting sound piece by Tom Miller (Berkeley College) is intensely interactive. In Radio Texas International, a Micro Radio Station in the Austin Wavescape, Miller creates an experience where it is possible to broadcast sound and listen to recordings. Miller explains that for this piece he
operate[s] a low power Mini FM Micro Radio station in the gallery… Tuning to open frequencies, a legal micro power transmitter broadcast[s] to receivers distributed within a 200-foot radius as a hyperlocal, pop-up intervention into the FM band. Using headsets, listeners will tune the radio dials seeking to locate the signal interspersed with the music, religious broadcasts, news, foreign language programming and static of the local radio wavescape.
In the video of his work you can hear several different ethnographic recordings that are broadcasted by Miller in the gallery, and at the same time intertwine with the sounds of local radio stations in Austin. Besides broadcasting field recordings, Miller also aired live interviews and music throughout the three-day exhibit. I was delighted to have the chance to play some traditional Irish music on the air for Radio Texas International.
雜 (dza) is a piece by Yun Emily Wang (University of Toronto) and Wendy Hsu (Dept. of Cultural Affairs, City of Los Angeles), who created a work that inhabits a cardboard box. The artist Zimoun often uses percussive elements to explore acoustics and cardboard, but in 雜 (dza), Wang and Hsu employ the box as a resonator to amplify and combine sounds emitted from headphones playing loops. The listener is asked to put their head in the box to hear a cacophony of intermingled field recordings that create a decontextualized soundscape of Taiwan.
The artists explain that “These composed loops recontextualize the sonic materiality of the informal economy and quotidian life exemplified at a Taiwanese night market, and interact with the spatial and sonic elements of the venue and its role within the emerging art-as-enterprise share economy.
There were two pieces of interactive, ethnographic sound art that integrated both audio and visual elements of fieldwork in Mexico City, and Brazil. Dry Signals by Michael Silvers (University of Illinois Urbana – Champaign) invites the auditor to “touch the screen” and listen to field recordings. The touchscreen of the laptop displays an image of a painting of a small town surrounded by mountains, near water.
I put the headphones on and touched a part of the image of the town that caught my attention: a traditional forró trio standing on the porch of small pink house (no.8). In the headphones I immediately heard the rhythmic music produced by the musicians playing the drum, the accordion, and a triangle.
Silvers describes the inspiration for Dry Signals as an exploration of
the sounds of drought in northeastern Brazil. From trickling reservoir spillways… to the music and shuffling feet of dance parties in dusty fields, these sounds tell stories of labor, birds, politics, agriculture, plants, mass media, corruption, water, and the quotidian experience of life in the semi-arid Brazilian hinterlands.
The artists take advantage of touchscreen technology to give the viewer a chance to curate their own soundtrack of their experience of the painting. There is no lag in the experience of touching, listening and viewing the village and surrounding landscape. Even though the field recordings are not uniform in sound quality, I enjoyed the experience of hearing an ethnographic audio record of a small town in northeastern Brazil, by touching an image of it.
Anthony Rasmussen (UC Riverside) provides an opportunity to peek in on urban street scenes filmed throughout Mexico City in his work, El Caracol: A Stroll through Space and Time in Mexico City.
Some of the most compelling scenes in the 20 minute loop of video and audio depict street protests in Mexico City which are accompanied by ambient sounds from the field recording, combined with subtle music, and seemingly unconnected background conversation.
The artist explains that
the video element consists of footage captured while walking through various sites in Mexico City and represents the phenomenological ‘present’. The audio element provides a counterpoint to the visual; as the loop begins the audio corresponds to the action on screen, but with increasing frequency (based on the ‘Fibonacci Spiral’) the contemporary sounds will be ‘ruptured’ by historical recordings of Mexico City that drift further back in time.
I particularly enjoyed the sections where the connection between the audio and the video was unclear. Toby Butler’s article “A walk of art: the potential of the sound walk,” traces the efforts of different artists and their uses of the sound walk in their work, but he does not describe any endeavors like Rasmussen’s, where ethnographic footage is the prime source of the walk. I wondered about the position of peering through the hole to watch Rasmussen’s field recording of Mexico City, and I realized that at times, gazing through the hole gave me the sense that I was the ethnographer gathering footage.
“always more sound to experience”
I visited the Sounding Board exhibit several times while attending the SEM conference. Every time I left I felt like there was always more sound to experience. I wanted to hear all of the numerous field recording of Son Jarocho material presented by Campbell’s Schizophone; Miller’s Radio Texas International changed every time I listened and I wondered what ethnographic material I might encounter the next time I tuned in. I never tired of Lina Dib’s Pool of Sound because it gave me the chance to perform the gurgling of water, using gesture. Apart from the evocative expressions of ethnology as art, Sounding Board converted The Companion Gallery into an interactive playground of sound.
The live performances in the gallery on Friday night brought the ethnographic sound art to life. When I listened to at least twenty members of the Comunidad Fandango of Austin perform and dance Son Jarocho music in the gallery on Friday evening, I began to make connections to the field recordings that I heard in Schizophone. When Bruno Vinezof and Forró de Quintal took the stage to play forró music from northeastern Brazil, I could feel the groove of the drum that was merely suggested in the field recording that I had listened to in Dry Signals. It was a unique pleasure to observe and participate in these musical traditions with my body, after having encountered them earlier through headphones as sound art.
When I spoke with Cardoso he was especially grateful to the Son Jarocho community of Austin, who volunteered to participate in the show by gathering in The Companion Gallery for a Fandango. He emphasized the grassroots aspect of this community music making event which came about because Cardoso knows the group and their passion for Son Jarocho music.
Cardoso plans to expand the variety of works and disciplines involved in next year’s Sounding Board to include media studies, literature, film, and the visual arts. As SEM 2016 will be meeting in Washington DC and co-hosted by Smithsonian Folkways Recordings (and George Washington University), this should not only be possible, but especially exciting.
Featured image: Lina Dib’s “Pool of Sound” by Matt Morris
Jay Loomis is a composer, a performer, and a graduate student in ethnomusicology at Stony Brook University with a particular interest in transnationalism, soundscapes, improvisation, wind instruments, and electronic music. He hosts a radio show called “Face the Music,” and recently curated a sound installation called “SOUNDREAMS” at Stony Brook University, which used geo-located sounds and music strategically placed around the university campus which people heard by using a smart phone app called Recho. Jay hand crafts Native American and other kinds of flutes, and leads flute making workshops in local libraries and schools. He plays a variety of wind instruments from around the world. He recently led workshops in a contemporary music festival in Cuenca, Ecuador (FIMAC: Festival Internacional de Musica Academica Contemporanea). Participants in Jay’s workshops arranged music and created flutes as a practical way to examine how indigenous music making practices and pre colonial instruments can contribute to the world of contemporary academic music.
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Editors’ Note: Welcome to Sounding Out!‘s December forum entitled “Sound, Improvisation and New Media Art.” This series explores the nature of improvisation and its relationship to appropriative play cultures within new media art and contemporary sound practice. This series will engage directly with practitioners, who either deploy or facilitate play and improvisation through their work in sonic new media cultures.
The first essay in this series draws from a constellation of disciplinary perspectives that investigate these critical valences, and posits both play and improvisation as critical interventions which can expose, critique and interrupt the proprietary techniques and strategies of contemporary consumer media technologies.
— Guest Editors Skot Deeming and Martin Zeilinger
As media art scholars and curators of the annual Vector Game Art & New Media Festival, we are particularly interested in the conceptual convergence between critical approaches to play, on the one hand, and to improvisation, on the other. In this short essay, we therefore ask how improvisational sound-based media practices that use technologies, aesthetics, artifacts, and expressive modes of play may challenge the assimilative advances of corporate capital, carving out sites at which its logic may be opposed and confounded. We contend that there is a critical edge to the cultural milieu of playful computation through which practitioners (whether as artists or simply as players) can recuperate play from the mainstreamed sound cultures of digital capital through improvisation-based approaches. It is in this regard that play, as a participative act, rather than an interactive mode, can become a critical site by which to understand artistic interventions through contemporary technologies. This essay provokes a dialogue between theoretical avenues in popular music studies and game studies in order to show how the often-conflated practices of improvisation and play have the potential to challenge the homogenous and repetitive logic of the technological sector and the music industry.
We must turn first to popular music studies where the critical valence of improvisation is a relatively well-established concept. Jazz improvisation in particular has been widely recognized as a powerful mode of political expression. Charles Hersch has argued that techniques of polyphony allow for jazz to reconcile the seemingly contradictory dynamics of individual expression and collectivity, thus allowing for the articulation of black solidarity through musical interventions (97-8). Because jazz is importantly built on appropriation-based creative models, it yields fluid, fleeting, spontaneous results that are difficult to assimilate into the entertainment industry’s property-based circuits. Digital play exhibits a similar potential of challenging the logic of capital; it harbors a powerful creative potential even in heavily commodified contexts. Play allows us (indeed, requires us) to become active in shaping the improvisational, the field of simultaneously critical, creative and performative contexts of expression.
Like jazz musicians, game players embody and enact a powerful sense of potentially uncommodifiable agency. Both improvisation and play function similarly, and highlight how contexts of music-making and game-playing activate individuals as critical, expressive agents. Players guide themselves through games based on subjective, rather than imposed, motivations. We can see this emerging in gaming cultures through the rise of player-based phenomena such ‘speedrunning,’ a practice that exploits glitches and faults in a game’s architecture in order to reach the end of a game in the shortest possible time. These niche and ephemeral gaming practices highlight the degree to which practices of improvisation in play may constitute a powerful way of pushing ‘through’ capital–both literally, by accessing games through glitches in their proprietary fabric, and figuratively, if we understand such forms of play as ways to resist the capitalist ideologies embedded within the structures of games (such as the accumulation of wealth, power, or points). Having established here how game-play can act as a form of critical improvisation, this essay now intends to show how these practices of playful improvisation are manifest in the technologies, aesthetics, and the cultural contexts of sound-based art.
Where can we locate practices of improvisation in the context of sound art? For us, sound art is improvisational both in form and practice. First, the emerging aesthetic dimensions of the medium are fundamentally related to the participatory practices of making that have been used to develop the instruments of sound art, such as circuit bending, hacking, tinkering. Here, the playful and open-ended practices of making are a form of improvisation, a modulation within the typical technological frames in which musical composition is typically embedded. Second, when gaming devices are turned into musical instruments (or vice versa), users are called upon to rethink improvisational practice as game-play, and experiment with deploying play as composition. In this sense, game players become sound artists, with sound technologies extrapolating and improvising new sounds from the habit of their play. Improvisation and play thus allow emerging communities of practice to counteract the corporate ‘black boxing’ of entertainment technologies and the creation of closed systems of interaction and participation (such as many mainstream video games) which assimilate user activities and foreclose improvisational play.
Such approaches to sound art are represented by many creative practitioners and take a wide variety of forms, including the appropriation and creative redeployment of participative game environments and game engines. Examples include the creation of interactive sound environments and playable instruments within mainstream participative game ecologies such as the Little Big Planet franchise, the hacking and ‘bending’ of proprietary technologies that invoke the vast universe of game culture nostalgically or in a parodic mode (including handheld gaming systems such as the Nintendo Gameboy, which spawned an entire electronic music genre known as chipmusic), or the making of non-proprietary infrastructures for creative expression that encourage open, participative play, such as open source live coding environments including Sonic Pi, originally developed for the Raspberry Pi platform. Following such approaches, game controllers, digital objects, avatars, virtual architectures, and digital artifacts can thus become tools of composition and/or improvisation. Similarly, we might also think of the improvisational frameworks constructed by sound practitioners as ‘playgrounds,’ which allow players to become performers who explore the technological, political, and aesthetic limits of play. But emergent communities of creative practitioners frequently adopt such close systems and technologies subversively, for example by reverse-engineering them and developing alternative uses. In doing so, they alter the contexts in which these technologies are employed, and open them up for use as musical instruments and infrastructure for creative and critical expression. Technological artifacts with unique user communities can thus be conceptualized as frameworks for musical expression. Vintage gaming consoles, games engines, and computational algorithms have all been reconstructed as new forms of musical creation and interaction through participatory creative communities.
In this short essay, we have approached ‘play’ and ‘improvisation’ as related concepts that can serve to recuperate and empower critical perspectives within the game and sound cultures of capital. As we have suggested, playful approaches to improvisational sound-work and perspectives on play that are rooted in musical traditions can be productively discussed both in sound studies contexts and within game studies paradigms. How, then, do sound practitioners appropriate game technology? How do the socio-political dimensions of digital game culture inform musical practice? With the help of our contributors to this series, we explore how critical perspectives on musical improvisation aid our understanding of the cultural and socio-political significance of play and, likewise, how critical theories of play may broaden our understanding of improvisational sound practices. Through building, tinkering, problem solving, and improvising on the technological back end, creative practitioners playfully create and reshape tools, devices, and techniques of improvisational practice that often embody important ethics of openness, dynamism, fluidity, and sharing, posited against the closed culture of proprietary consumer technology by which we are commonly surrounded. Between live coding, modular synthesis, creative computing, hardware hacking, and appropriation-based interactive performances, the contributors to this series operate in many creative modes that oscillate between improvisation and play. What all of them share is a sense that both play and improvisation enable creative expression outside of prescribed, commodified circuits of media consumption. Improvisation and play can yield wonderful aesthetic experiments and experiences, they can provide critical, social commentary, and they can sharpen our sense of the impact that proprietary technology has on our digital cultural landscape. What we are most interested in are moments when these ambitions converge, when improvisation – drawing on techniques or technologies of play and operating in modes that are associated with play – becomes critical.
All images used with permission from Vector Game Art & New Media Festival.
Featured image: ”Blip Fest 2011 @ Eyebeam, Day 2” by Wikimedia Commons user Lucius Kwok CC BY-SA.
Skot Deeming is an interdisciplinary artist, curator and scholar, whose work spans the spectrum of new media art practice from broadcast media to computational art, experimental videogames, and game art. Drawing on a wealth of practical experience and theoretical knowledge, skot’s practice focuses on new media history and historiography, and DIY technology cultures. This work articulates itself through critical research and writing, exhibitions, installations, and performances. With Martin, Skot is the co-curator of Vector Game Art & New Media Festival., in Toronto, Canada, and the artistic director of the Drone Island Sound Art Festival in Yellowknife, NT. He currently resides in Montreal where he is a doctoral student in the Individualized Program at Concordia University, and a member of the TAG Research Centre, where he investigates critical histories of computational and new media art practices. http://www.mrghosty.com/
Martin Zeilinger (PhD) is a new media researcher, practitioner, and curator whose work focuses on the intersection of digital media art, activism, and intellectual property issues. He is a Lecturer in Media at Anglia Ruskin University, Cambridge/UK, as well as an Associate Researcher at the OCADU Data Materialization Studio. He is co-editor of ‘Dynamic Fair Dealing’ (Univ. of Toronto Press 2014), which develops interdisciplinary perspectives on cultural ownership issues in new media contexts; recent peer-reviewed essays have appeared in the Computer Music Journal, the International Assoc. for the Study of Popular Music Journal, and in Sampling Media (Oxford UP 2014). With Skot, Martin is co-curator of the Toronto-based Vector Game Art & New Media Festival. http://marjz.net/
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Digital Analogies: Techniques of Sonic Play — Roger Mosley
Throughout the month of March, nerdcore MCs Mega Ran (Raheem Jarbo) and Sammus (Enongo Lumumba-Kasongo) will be embarking on the “Rappers with Arm Cannons” Tour. Both artists independently based their monikers on two of the most notable video game characters to possess arm cannons, (Mega Man and Samus respectively), but they have since collaborated on several songs and a SoundScan charting Castlevania project, as well as sharing the stage at numerous concert venues and conventions, and releasing individual albums and videos that have received international attention and critical acclaim. Now three years later the two teachers-turned-rappers have decided to take their show on the road alongside rapper and sound engineer Storyville (Matthew Weisse), who has recently joined forces with Mega Ran to release their February 2015 album “Soul Veggies.”
While at first glance the name of the tour appears a bit tongue-in-cheek, it calls necessary attention to the growing presence of Black nerdcore artists like Mega Ran and Sammus who cast their experiences as people of color against the backdrop of nerd and geek culture. In Mega Ran’s case, this has meant writing verses about his struggle to make sense of his Black nerd identity while growing up amongst a very rough crowd in Philadelphia. For Sammus, being a rapper with an arm cannon has largely meant reconciling her ideas about the lack of diverse representations of Black women in notable movies, games, and cartoons among other media forms.
Both Mega Ran and Sammus began making beats on the Playstation game MTV Music Generator. Since that time Sammus has brought together the production styles of Kanye West, Daft Punk, Björk and various video game composers to produce beats that are rich with video game synths and uniquely chopped samples. Mega Ran has similarly drawn on his love of hip hop artists, such as Redman, Nas, and Busta Rhymes as well as music from video games such as Mega Man, Final Fantasy VII, and River City Ransom.
On Tuesday, March 10th, the tour stopped at Cornell University’s Just About Music center where SO! Editors J. Stoever And Aaron Trammell sat down with the trio for a very frank and open discussion on how to survive and thrive as independent artists in the new music economy. Here’s a choice sample of that conversation:
The tour began on March 5th in NYC and will continue through March 19th with final stops in Austin, TX at this year’s South-by-South-West (SXSW). For full details on tall of the dates visit http://sammusmusic.com/shows-tour-dates/
Enongo Lumumba-Kasongo is a PhD student in the Department of Science and Technology Studies at Cornell University. Since completing a senior thesis on digital music software, tacit knowledge, and gender under the guidance of Trevor Pinch, she has become interested in pursuing research in the emergent field of sound studies. She hopes to combine her passion for music with her academic interests in technological systems, bodies, politics and practices that construct and are constructed by sound. More specifically she would like to examine the politics surrounding low-income community studios, as well as the uses of sound in (or as) electronic games. In her free time she produces hip hop beats and raps under the moniker Sammus (based on the video game character, Samus Aran, from the popular Metroid franchise).
Making Music at Studio X: The Identity Politics of Community Studios-Enongo Lumumba-Kasongo
SO! Amplifies: Regina Bradley’s Outkasted Conversations-Regina Bradley