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Culture Jamming and Game Sound: An Interview with foci + loci

Sound-Improv-New-Media-ArtGuest 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. Here, we engage directly with practitioners, who either deploy or facilitate play and improvisation through their work in sonic new media cultures.

For our second piece in the series, we have interviewed New York City based performance duo foci + loci (Chris Burke and Tamara Yadao). Treating the map editors in video games as virtual sound stages, foci + loci design immersive electroacoustic spaces that can be “played” as instruments. Chris and Tamara bring an interdisciplinary lens to their work, having worked in various sonic and game-related cultures including, popular, electroacoustic and new music, chiptune, machinima (filmmaking using video game engines), and more.

As curators, we have worked with foci + loci several times over the past few years, and have been fascinated with their treatment of popular video game environments as tools for visual and sonic exploration. Their work is highly referential, drawing on artistic legacies of the Futurists, the Surrealists, and the Situationists, among others. In this interview, we discuss the nature of their practice(s), and it’s relationship to play, improvisation and the co-constituative nature of their work in relation to capital and proprietary technologies.

— Guest Editors Skot Deeming and Martin Zeilinger

1. Can you take a moment to describe your practice to our readers? What kind of work do you produce, what kind of technologies are involved, and what is your creative process?

foci + loci mostly produce sonic and visual video game environments that are played in live performance. We have been using Little Big Planet (LBP) on the Playstation 3 for about 6 years.

When we perform, we normally have two PS3s running the game with a different map in each. We have experimented with other platforms such as Minecraft and we sometimes incorporate spoken word, guitars, effects pedals, multiple game controllers (more than 1 each) and Game Boys.

Our creative process proceeds from discussions about the ontological differences between digital space and cinematic space, as well as the freeform or experimental creation of music and sound art that uses game spaces as its medium. When we are in “Create Mode” in LBP, these concepts guide our construction of virtual machines, instruments and performance systems.

[Editor’s Note: Little Big Planet’s has several game modes. Create Mode is the space within the game where users can create their own LBP levels and environments. As player’s progress through LBP’s Story Mode, players unlock and increasing number of game assets, which can be used in Create Mode.]

2. Tell us about your background in music? Can you situate your current work in relation to the musical traditions and communities that you were previously a part of?

CB: I have composed for film, TV, video games and several albums (sample based, collage and electronic). Since 2001 I’ve been active in the chipmusic scene, under the name glomag. Around the same time I discovered machinima and you could say that my part in foci + loci is the marriage of these two interests – music and visual. Chipmusic tends to be high energy and the draw centers around exciting live performances. It’s immensely fun and rewarding but I felt a need to step back and make work that drew from more cerebral pursuits. foci + loci is more about these persuits for me: both my love of media theory and working with space and time.

TY: I’m an interdisciplinary artist and composer. I studied classical piano and percussion during my childhood years. I went on to study photography, film, video, sound, digital media and guitar in college and after. I’ve primarily been involved with the electroacoustic improv and chipmusic scenes, both in NYC. I’ve been improvising since 2005, and I’ve been writing chipmusic since 2011 under the moniker Corset Lore.

My work in foci + loci evolved out of the performance experience I garnered in the electroacoustic improv scene. My PS3 replaced my laptop. LBP replaced Ableton Live and VDMX. I think I felt LBP had more potential as a sonic medium because an interface could be created from scratch. Eventually, the game’s plasticity and setting helped to underscore its audiovisual aspect by revealing different relationships between sound and image.

3. Would you describe your work as a musical practice or an audio-visual performance practice?

FL: We have always felt that in game space, it is more interesting to show the mechanism that makes the sound as well as the image. These aspects are programmed, of course, but we try to avoid things happening “magically,” and instead like to give our process some transparency. So, while it is often musical, sound and image are inextricably linked. And, in certain cases, the use of a musical score (including game controller mappings) has been important to how our performance unfolds either through improvisation or timed audiovisual events. The environment is the musical instrument, so using the game controller is like playing a piano and wielding a construction tool at the same time. It has also been important in some contexts to perform in ‘Create Mode’ in order to simply give the audience visual access to  LBP‘s programming backend. In this way, causal relationships between play and sound may be more firmly demonstrated.

4. There are many communities of practice that have adopted obsolete or contemporary technologies to create new, appropriative works and forms. Often, these communities recontextualize our/their relationships to technologies they employ. To what extent do you see you work in relation to communities of appropriation-based creative expression?

CB: In the 80s-90s I was an active “culture jammer,” making politically motivated sound montage works for radio and performance and even dabbling in billboard alterations. Our corporate targets were selling chemical weapons and funding foreign wars while our media targets were apologists for state-sanctioned murder. Appropriating their communications (sound bites, video clips, broadcasting, billboards) was an effort to use their own tools against them. In the case of video game publishers and console manufacturers, there is much to criticize: sexist tropes in game narratives, skewed geo-political subtexts, anti-competitive policies, and more. Despite these troubling themes, the publishers (usually encouraged by the game developers) have occasionally supported the “pro-sumer” by opening up their game environments to modding and other creative uses. This is a very positive shift from, say, the position of the RIAA or the MPAA, where derivative works are much more frequently shut down. My previous game-related series, This Spartan Life, was more suited to tackling these issues. As for foci + loci, it’s hard to position work that uses extensively developed in-game tools as being “appropriative,” but I do think using a game engine to explore situationist ideas or the ontology of game space, as we do in our work, is a somewhat radical stance on art. We hope that it encourages more players to creatively express their ideas in similar ways.

TY: Currently, the ‘us vs. them’ attitude that characterized the 80s and 90s is no longer as relevant as it once was because corporations are now giving artists technology for their own creative use. However, they undermine this sense of benevolence by claiming that consumers could be the next Picasso if they buy said piece of technology in their marketing—as if the tool is more important than the artist/artwork. Little Big Planet is marketed this way. On the whole, I think these issues complicate artists’ relationships with their media.

Often our work tends to be included in hacker community events, most recently the ‘Music Games Hackathon’ at Spotify (NYC), because, while we don’t necessarily hack the hardware or software, our approach is a conceptual hack or subversion. At this event, there were a variety of conceptual connections made between music, hacks and games; Double Dutch, John Zorn’s Game Pieces, Fluxus, Xenakis and Stockhausen were all compared to one another. I gave a talk at the Hackers on Planet Earth Conference in 2011 about John Cage, Marcel Duchamp, Richard Stallman and the free software movement. In Stallman’s essay ‘On Hacking,’ he cited John Cage’s ‘4’33″‘ as an early example of a music hack. In my discussion, I pointed to Marcel Duchamp, a big influence on Cage, whose readymades were essentially hacked objects through their appropriation and re-contextualization. I think this conceptual approach informs foci + loci’s current work.

[Editors’ note: Recently celebrating its 10th anniversary, This Spartan Life is a machinima talk show that takes place within the multiplayer game space of the First Person Shooter game Halo. This Spartan Life was created by Chris Burke in 2005. The show has featured luminaries including Malcolm McClaren, Peggy Awesh, and many more.]

8570574546_a047ca71f6_b5. You mention the ontological differences between game spaces and cinematic spaces. Can you clarify what you mean by this? Why is this such as important distinction and how does it drive the work?

CB: We feel that there is a fundamental difference in the way space is represented in cinema through montage and the way it’s simulated in a video game engine. To use Eisenstein’s terms, film shots are “cells” which collide to synthesize an image in the viewers mind. Montage builds the filmic space shot by shot. Video game space, being a simulation, is coded mathematically and so has a certain facticity. We like the way the mechanized navigation of this continuous space can create a real time composition. It’s what we call a “knowable” space.

6. Your practice is sound-based but relies heavily on the visual interface that you program in the gamespace. How do you view this relationship between the sonic and the visual in your work?

TY: LBP has more potential as a creative medium because it is audiovisual. The sound and image are inextricably linked in some cases, where one responds to the other. These aspects of interface function like the system of instruments we (or the game console) are driving. Since a camera movement can shape a sound within the space, the performance of an instrument can be codified to yield a certain effect. This goes back to our interest in the ontology of game space.

7. Sony (and other game developers) have been criticized for commodifying play as work – players produce and upload levels for free, and this free labour populates the Little Big Planet ecology. How would you position the way you use LBP in this power dynamic between player and IP owner?

CB: We are certainly more on the side of the makers than the publishers, but personally I think the “precarious labor” argument is a stretch with regard to LBP. Are jobs being replaced (International Labor Rights definition of precarious work)? Has a single modder or machinima maker suggested they should be compensated by the game developer or publisher for their work? Compensation actually does happen occasionally. This Spartan Life was, for a short time, employed by Microsoft to make episodes of the show for the developer’s Halo Waypoint portal. I have known a number of creators from the machinima community who were hired by Bioware, Blizzard, Bungie, 343 Industries and other developers. Then there’s the famous example of Minh Le and Jess Cliffe, who were hired by Valve to finish their Half-Life mod, Counterstrike. However, compensating every modder and level maker would clearly not be a supportable model for developers or publishers.

Having said all that, I think our work does not exactly fit into Sony’s idea of what LBP users should be creating. We are resisting, in a sense, by providing a more art historical example of what gamers can do with this engine beyond making endless game remakes, side-scrollers and other overrepresented forms. We want players to open our levels and say “WTF is this? How do I play it?” Then we want them to go into create mode and author LBP levels that contain more of their own unique perspectives and less of the game.

[Corset Lore is Tamara Yadao’s chiptune project.]

8. What does it mean to improvise with new interfaces? Has anything ever gone horribly wrong during a moment of improvisation? Is there a tension between improvisation and culture jamming, or do the two fit naturally together?

CB: It’s clear that improvising with new interfaces is freer and sometimes this means our works in progress lack context and have to be honed to speak more clearly. This freedom encourages a spontaneous reaction to the systems we build that often provokes the exploitation of weaknesses and failure. Working within a paradigm of exploitation seems appropriate to us, considering our chosen medium. In play, there is always the possibility of failure, or in a sense, losing to the console. When we design interfaces within console and game parameters we build in fail-safes while also embracing mechanisms that encourage failure during our performance/play.

In an elemental way, culture jamming is a more targeted approach, whereas improvisation seems to operate with a looser agenda. Improvisation is already a critical approach to the structures of game narrative. Improvising with a video game opens up the definition of what a game space is, or can be.

T&C Pompidou1

All images used with permission by foci + loci.

foci + loci are Chris Burke and Tamara Yadao.

Chris Burke came to his interest in game art via his work as a composer, sound designer and filmmaker. As a sound designer and composer he has worked with, among others, William Pope L., Jeremy Blake, Don Was, Tom Morello and Björk. In 2005 he created This Spartan Life which transformed the video game Halo into a talk show. Within the virtual space of the game, he has interviewed McKenzie Wark, Katie Salen, Malcolm McLaren, the rock band OK Go and others. This and other work in game art began his interest in the unique treatment of space and time in video games. In 2012, he contributed the essay “Beyond Bullet Time” to the “Understanding Machinima” compendium (2013, Continuum).

Tamara Yadao is an interdisciplinary artist and composer who works with gaming technology, movement, sound, and video. In Fall 2009, at Diapason Gallery, she presented a lecture on “the glitch” called “Post-Digital Music: The Expansion of Artifacts in Microsound and the Aesthetics of Failure in Improvisation.” Current explorations include electro-acoustic composition in virtual space, 8-bit sound in antiquated game technologies (under the moniker Corset Lore), movement and radio transmission as a live performance tool and the spoken word. Her work has been performed and exhibited in Europe and North America, and in 2014, Tamara was the recipient of a commissioning grant by the Jerome Fund for New Music through the American Composers Forum.

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SANDRA BLAND: #SayHerName Loud or Not at All

It is customary that whenever I go to my Nana’s house I turn the car speakers as low as possible. She has super hearing. Sometimes I forget, and the following conversation takes place:

“What’s up Nana Boo?”

“I heard you before you got the house, girl. I told you about playing your music too loud.”

“It wasn’t too loud.”

“I heard you before I saw you.”

“Yes ma’am. I’m sorry.”

“Don’t bring attention to yourself.”

 

Don’t bring attention to yourself.

 

Picture from The Feminist Wire.

Picture from The Feminist Wire.

Physically this is impossible. I am a black woman over six feet tall. My laugh sounds like an exploding mouse. I squeak loudly and speak quickly when I get excited. I like knock in my trunk and bass in my music. Don’t bring attention to yourself. I frequently heard this warning as a girl and well into my adult life. I rarely take it as a slight on my grandmother’s account – though she is the master of throwing parasol shade. She spoke to me with a quiet urgency in her warning. In the wake of the murders of Jordan Davis, Sandra Bland, and other black lives that vigilantes and mainstream media deemed irrelevant, I understand her warning better from the perspective of sound.

As a loud, squeaky black woman I am especially attuned to how my sonic footprint plays into how I live and if I should die. As a black woman, the bulk of my threat is associated with my loudness. My blackness sonically and culturally codes me as threatening due to the volume of my voice. This is amplified, as a southern black woman. I exist and dare to thrive in a country that historically and socially tries to deflate my agency and urgency. The clarity of my sentiments, the establishment of my frustration, and the worth of my social and cultural interventions are connected to how others hear my voice. It is not what I say but how I say it.

A woman waits at the Fulton Street subway stop in New York City on February 20, 2010.

A woman waits at the Fulton Street subway stop in New York City on February 20, 2010.

Black women navigate multiple codes of sonic respectability on a daily basis. Their sonic presence is seldom recognized as acceptable by society. Classrooms, homesites, corporate spaces, kitchen tables, and social media require a different tone and volume level in order to gain access and establish one’s credibility. Like other facets of their existence, the way(s) black women are expected to sound in public and private spaces is blurry. What connects these spaces together is a patriarchal and racially condescending paradigm of black women’s believed inferiority. A black women’s successful assimilation into American society is grounded in her ability to master varying degrees of quiet and silence. For black women, any type of disruptive pushback against cultural norms is largely sonic in nature. A grunt, shout, sigh, or sucking teeth instigates some type of resistance. Toning these sonic forms of pushback—basically, silencing themselves—is seen as the way to assimilate into mainstream American society.

In what follows I look at the tape of Sandra Bland’s arrest from this past summer to consider what happens when black women speak up and speak out, when they dare to be heard. As the #SayherName movement attests, black women cannot express sonically major and minor touchstones of black womanhood – joy, pleasure, anger, grief – without being deemed threatening. These sonic expressions force awareness of the complexity of black women’s experiences. In the case of Sandra Bland, I posit that the video of her arrest is not a video of her disrespecting authority but rather shows her sonic response to officer Brian Encinia’s inferred authority as a police officer. I read her loud and open interrogation of Encinia’s actions as an example of what I deem sonic disrespectability: the use of sound and volume to contest oppression in the shape of dictating how black women should or should not act.

The sonic altercation in the video (see full-length version here) sets the stage for Encinia’s physical reprimand of Bland, a college graduate from Prairie View A&M who hailed from Chicago. Bland is not physically threatening—i.e. she emphatically states she’s wearing a maxi dress—but her escalating voice startles and even intimidates Encinia. Bland is angry and frustrated at Encinia’s refusal and to answer her questions about why she was pulled over. Encinia’s responses to Bland’s sonic hostility are telling of his inability to recognize and cope with her anger. In fact, he refuses to answer her questions, and she repeats them over and over again while he barks orders. Encinia states later in the dashboard camera that Bland kicks him and thus forces him to physically restrain her. However, Bland’s vocal assertion of her agency is more jarring than her physical response to Encinia’s misuse of power.

The dashboard camera footage is indicative of their vocal sparring match. Encinia’s voice starts calm and even. He explains to Bland he pulled her over for failure to indicate a lane change. Bland’s responses are initially low and nearly inaudible. However, after Encinia asks Bland if she is “okay,” her responses are much louder.  She does not just follow orders but expresses her displeasure in sonic ways, while she stays in the car. His tone shifts when Bland refuses to extinguish her cigarette. Encinia then threatens to pull her out of the car for disobedience. He begins to yell at her. Bland then voices her pleasure in taking Encinia and his complaint to court. “Let’s take this to court. . .I can’t wait! Ooooh I can’t wait!” Bland’s pleasure in taking Encinia to court is an expression of her belief in her own agency. The act of voicing that pleasure is particularly striking because it challenges an understanding of courts and the justice system as hyperwhite and incapable of recognizing her need for justice. Her voice is clear, loud, and recognizably angry.

Picture from The New York Times

Picture from The New York Times

Her voice crescendos throughout the video, signifying her growing anxiety, tension at the situation, and anger for being under arrest. However, Bland’s voice begins to crack. Her sighs and grunts signify upon her disapproval of Encinia’s treatment of her physical body and rights. Once handcuffed, Bland’s voice is very high-pitched and pained, a sonic signifier of submission and Encinia’s re-affirmation of authority. She then is quiet and a conversation between Encinia and another officer is heard across the footage.

Many critiques of Bland center around her ‘distasteful’ use of language. One critic in particular described the altercation as “an African American woman had too much mouth with the wrong person and at the wrong time.” The assumption in those critiques is that she was not properly angry. Instead of a blind obedience of Enicnia’s inferred authority (read: superiority), she questions him and his inability to justify his actions. Sandra Bland’s sonic dis-respectability (dare I say, ratchet), is a direct pushback against the cultural and social norms of not only rural Southern society but the mainstream American (inferred) belief of southern black folks’ blind respectability of white authority and law enforcement.

Although Bland was a graduate of a southern HBCU, I do not want to assume that Bland possessed the social sensibilities that upheld this unstated social practice of blindly obeying white authority. Her death runs parallel to those of Emmett Till and Mary Turner. The circumstances of Till’s death swirled around his alleged whistling at a white woman – read as a sonic signifier of Till’s black masculine sexuality instead of boyhood – and disregard for white femininity, a protected asset of white men’s authority. Till, from Illinois like Bland, allegedly ignored his cousins’ warnings about the ‘proper protocol’ of interacting with white folks. Mary Turner, a black woman from Valdosta, Georgia, spoke out publicly against the lynching of her husband in 1918. She and her unborn child were also lynched in response to her sonic audacity. Before her death, members of the mob cut open her belly and her unborn baby fell on the ground; it was stomped to death after it gave out a cry. Turner’s voice disrupted white supremacy. Her baby’s lone cry re-emphasized it. Sound grounds much of the racial and gendered violence in the South.

"Sandra Bland mural" by Flickr user Robert Fairchild, CC BY-NC 2.0.

“Sandra Bland mural” by Flickr user Robert Fairchild, CC BY-NC 2.0.

The Southern U.S. emphasizes listening practices as part of social norms and cultural traditions. Listening was an act of survival more so than vocalizing the challenges facing black folks. (Jennifer Stoever’s upcoming book on the sonic color line addresses how advertisements for runaway slaves, for example, mentioned whether they were good listeners, as a way to codify whether they were compliant slaves.). Consider my grandmother’s warning about not bringing attention to myself. In her eyes, by not bringing attention to myself I’m able to remain invisible enough to successfully navigate society’s expectations of my blackness and my womanhood. Silence and listening are tools of survival. Contrarily, Bland’s loud disapproval and emphatic use of curse words registered her blackness and womanhood as threatening. She was coded as less feminine and therefore threatening because of her direct verbal confrontation with Encinia. She was not quiet or polite, especially in the south where quiet is the ultimate and sole form of women’s politeness and respectability. The combination of these multiple representations of black women’s anger invoked Encinia’s hyper-authoritative response to regain control of the situation.

Black folks are increasingly pushing back against “being in their place.” Sandra Bland’s death is rooted in an unnecessarily escalated fear of black women literally speaking their truth to power. In a moment where black women are speaking on multiple wavelengths and levels of volume, it is imperative to single out instances and then implode outdated cultural and social practices of listening.

Featured image:”Sandra Bland is Her Name” by Flickr user Light Brigading, CC BY-NC 2.0

Regina Bradley  is a writer, scholar, and researcher of African American Life and Culture. She is a recipient of the Nasir Jones HipHop Fellowship at Harvard University (Spring 2016) and an Assistant Professor of African American Literature at Armstrong State University. Dr. Bradley’s expertise and research interests include hip hop culture, race and the contemporary U.S. South, and sound studies. Dr. Bradley’s current book project, Chronicling Stankonia: Recognizing America’s Hip Hop South (under contract, UNC Press), explores how hip hop (with emphasis on the southern hip hop duo Outkast) and popular culture update conversations about the American South to include the post-Civil Rights era. Also known as Red Clay Scholar, a nod to her Georgia upbringing, Regina maintains a critically acclaimed blog and personal website – http://www.redclayscholar.com. She is a regular writer for Sounding Out!

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“President Obama: All Over But the Shouting?” Jennifer Stoever

Óyeme Voz: U.S. Latin@ & Immigrant Communities Re-Sound Citizenship and Belonging-Nancy Morales