Tag Archive | Composition

“Heavy Airplay, All Day with No Chorus”: Classroom Sonic Consciousness in the Playlist Project

For a number of semesters, I invited composition students to explore the idea of using the mixtape as a lens for envisioning a writing assignment about themselves. Initially called “The Mixtape Project,” this auto-ethnographical assignment employed philosophies from various scholars, but focused on Jared Ball and his concept of the mixtape as “emancipatory journalism.” In I Mix What I Like!: A Mixtape Manifesto, Ball pushed readers to imagine the mixtape as a counter-systematic soundbombing, circumventing elements of traditional record industry copyright practices (2011).

Essentially, a DJ could use a myriad of songs from different artists and labels to curate a mixtape with a desired theme and overarching message, then distribute the mixtape as a “for promotional use only” artifact. Throughout the 1980s, but predominantly in the 1990s and early 2000s, many DJs used mixtapes as the medium to promote their DJ brands and generate income. It wasn’t long before labels began to give hip-hop DJs record deals to release “album-style” mixtapes where the DJs record original content from artists made specifically for the DJ album (see DJ Clue, Funkmaster Flex, Tony Touch). This idea evolved into producer-based compilation albums, best depicted today by global icon DJ Khalid. Rappers also hopped on the mixtape wave, using the medium to jump-start their careers, create a “street buzz” around their music, and ultimately gauge the success of certain songs to craft and promote upcoming albums.

Image by Flickr User Backpackerz: “K7 mixtape – Exposition Hip Hop, du Bronx aux rues arabes (Institut du monde arabe)” (CC BY-SA 2.0)

The assignment revolved around mixtape framework in the earlier portion of my teaching career. Most recently, I began to realize as my students evolve (and I simultaneously age), that the “mixtape” – a sonic artifact distributed on cassette tape or CD – is becoming more remote to students. This thinking led to revising the assignment with a more contemporary twist. Thus, “The Playlist Project” was born: the first in a set of four major writing projects in a first-year writing classroom. The ultimate goal of the assignment was to immediately disrupt students’ relationships with academic writing, and to help them (re)envision the ways they embrace some of the cultural capital they value in college classrooms. Be clear, this was a particular type of mental break for students, a shift that was welcomed yet also uncomfortable for them.

“I Get It How I Live It”: Framing and Foregrounding the Assignment Set-Up

The course started with readings on plagiarism, intertextuality, and the hip-hop DJ’s use of sampling, curating, and storytelling. Next were readings by hip-hop artists describing their creative process and detailing their artistic choices sonically. These early readings helped pivot students from their stereotypical notions of what college writing courses – and writing assignments – looked like, and how they could enter scholarly discourse around composing. This conversation was foregrounded in students’ knowledge that they bring with them into the new academic space in the college classroom. My goal was to really focus on student-centered learning and culturally relevant pedagogy; ideally, if you are immersed in hip-hop music and culture, I want you to share that knowledge with the class. This sharing begins to create a community of thinking peers instead of a classroom with an English professor and a bunch of students who have to take the course “cuz it’s required in the Gen Ed, so I can’t take anything else ‘til I pass this!”

My research is entrenched in both hip-hop pedagogy and culture, specifically looking at the DJ as 21st century new media reader and writer. I liken my role as instructor to that of the DJ: a tastemaker and curator for the ways we understand sonic sources we know, and couple them with new and necessary soundbites that become critical to the cutting edge of the learning we need. I’ve engaged in the craft of DJing for more than half of my life, and use DJ practices as pedagogical strategies in my classroom environments.

DJ Rupture, Image by Flickr User JD A (CC BY-NC-ND 2.0)

The outcome of this curatorial moment was “the Playlist Project.” Students were asked to create their own playlists, which served as mixtapes that either “described the writer as a person” or “depicted the soundtrack to the writer’s perfect day.” This assignment was due during Week 6 of a 16-week semester, and was the first major writing assignment within the course. The assignment called for two specific parts: an actual playlist of the songs and an essay which served as a meta-text, describing not only the songs, but also the reasons why the songs were chosen and sequenced in a specific order. As an example, the guiding text we used was a DJ mixtape I created called “Heavy Airplay, All Day.”

“Heavy Airplay, All Day with No Chorus”: DJ Mixtape by Todd Craig

My playlist was a DJ-crafted tribute to a family friend who passed away in the summer of 2017: Albert “Prodigy” Johnson, Jr. Hearing the news of his untimely death reverberated through my psyche on that warm June afternoon; I remember meeting Prodigy when I was 15 years old. Many avid hip-hop listeners not only know Prodigy as one of the signature vocalists of the 1990s New York hip-hop sound, but also as one of the premier lyricists responsible for a shift in sonic content from emcees in New York and globally. His voice is one of the most sampled in hip-hop music.

One of the most anticipated moments of the mid 1990’s was the release of Prodigy’s first solo album, H.N.I.C. P was already shaking the industry with his lethal and bone-chilling visuals in his verses. But everyone knew he was on his way to dominance upon hearing the single “Keep it Thoro.” On this Alchemist-produced record, P basically broke industry rules in regards to typical hip-hop song construction; his verses were longer than the traditional 16-bar count, and the song had no chorus.

He returned to hip-hop basics: hard-hitting rhymes with undeniable visuals served atop a sonic landscape that kept everyone’s head nodding. P ends the song with the classic line “and I don’t care about what you sold/ that shit is trash/ bang this – cuz I guarantee that you bought it/ heavy airplay all day with no chorus/ I keep it thoro” (Prodigy 2000).

It was only right for me to create a tribute mixtape for Prodigy. And it felt right to start the Fall 2017 semester with the Playlist Project that used a shared text that celebrated and honored his memory. It highlighted the soundtrack to my perfect day: having my friend back to rewind all the memories that come with every song.

Fan Memorial to Prodigy, Image by Flickr User Nick Normal (CC BY-NC-ND 2.0)

“I Got a New Flex and I Think I Like It”: (Re)inventing Mixtape Sensibilities in the Comp Classroom

The Playlist Project was aimed at achieving three different outcomes. The first goal was to invite students to use audio sources to envision a soundscape that explains a thread of logic. These sonic sources would hold as much value in our academic space as text-based sources, and would allow them to (re)envision what “evidence-based academic writing” looks like. Thus, students could utilize their own cultural capital to negotiate sound sources of their choosing.

The second was to get students to use DJ framework to think about sorting, sequencing and organization in writing. In our class discussions, one of the critical objectives was to get students to understand the sequencing of divergent sound sources could drastically alter the story one is trying to tell. Overall aspects of mood, tone, and pacing all become critical components of how a message is expressed in writing, but it becomes even more evident when thinking about the sonic sources used by a DJ. Each song – a source in and of itself – is a piece of a puzzle that constructs a picture and tells a story. Starting with one source can create a completely different effect if it is reconfigured to sit in the middle or the end. Explaining these sonic choices in text-based writing would be the second step in the assignment.

Finally, students would engage in editing by joining both sound and text based on a theme they have selected. Again, sequencing becomes a critical DJ tool translated into the comp classroom. Using this pedagogical strategy echoes the ideas of using DJ techniques such as “blends” and “drops” as viable teaching tools (see Jennings and Petchauer 2017). Students would need to critically think through an important question: in creating the playlist, how does one manipulate and (re)configure sound to create a sonic landscape that “writes” its own unique story?

DJ Sai by Flickr User Mixtribe (CC BY 2.0)

“But Does It Go In the Club?”: Outcomes and Initial Findings of The Playlist Project

The first iteration of the Playlist Project bore mixed results. Students found it difficult to think of this project as one whole assignment consisting of three different parts. Instead, they envisioned each of the three different pieces as isolated assignments. So the playlist was one part of the assignment. They picked the songs they liked, however ordering and sequencing to convey a logical theme or argument fell from the forefront of their composing. The essay then became its own piece divorced from the organic creation of the playlist. Thus, students weren’t “engaged in telling the story of the playlist.” Instead, students were making a playlist, then summarizing why their playlists contained certain songs.

For students who were more successful integrating the elements of the assignment, we were able to have rich and fruitful classroom conversations about both selection and sequencing. For example, one student chose the theme of “the Soundtrack to the Perfect Day.” Within that theme, the student chose the song “XO TOUR Llif3” by Lil Uzi Vert.

In the song’s hook, he croons “push me to the edge/ all my friends are dead/ push me to the edge/ all my friends are dead” (Vert 2017). When this song came up in class discussion, we were able to have a formative conversation around the idea that a perfect day entailed all of someone’s friends being “dead.” This also sparked a conversation about the double meaning of the quote; it didn’t stem from traditional print-based sources, but instead arose from a student-generated idea based in the cultural capital of the classroom community. In this moment, I was able to learn more from students about the meteoric rise in relevance of both the artist and the song which seemed to depict an extreme darkness.

“Big Big Tings a Gwaan”: Future Tweaks and Goals for The Playlist Project

Moving forward with this assignment, I have considered breaking the assignment up into three pieces for more introductory composition courses: constructing the playlist, sequencing the playlist, and writing the meta-text. In this configuration, the meta-text would truly become the afterthought (instead of the forethought) of the sonic creation. As well, more in-depth soundwriting could emanate from the playlist construction, manipulation, (re)sequencing and editing. I also plan to use the assignment with a more advanced-level composition course to gauge if the assignment unfolds differently. Using an upper-level course to attain the trajectory of the assignment may be helpful in walking backwards to calibrate the assignment for students in introductory-level classes.

Another objective will be to move away from just a “playlist” and back into a “digital mixtape” format, where the playlist songs and sequencing become the fodder for a one-track, “one-take” DJ-inspired mixtape. While students don’t have to be DJs, creating a singular sonic moment digitally may imbed students in marrying the idea of soundwriting to depicting that sonic work in a meta-text. This work may also engage students in constructing sonic meta-texts, thereby submersing themselves in soundwriting practices. This work can be done in Audacity, GarageBand and any other software students are familiar with and comfortable using.

Featured Image: By Flickr User Gemma Zoey (CC BY-NC-ND 2.0)

Dr. Todd Craig is a native of Queens, New York: a product of Ravenswood and Queensbridge Houses in Long Island City. He is a writer, educator and DJ whose career meshes his love of writing, teaching and music. Craig’s research examines the hip-hop DJ as twenty-first century new media reader and writer, and investigates the modes and practices of the DJ as creating the discursive elements of DJ rhetoric and literacy. Craig’s publications include the multimodal novel tor’cha, a short story in Staten Island Noir and essays in textbooks and scholarly journals including Across Cultures: A Reader for Writers, Fiction International, Radical Teacher and Modern Language Studies. He was guest editor of Changing English: Studies in Culture and Education for the special issue “Straight Outta English” (2017). Craig is currently working on his full-length manuscript entitled “K for the Way”: DJ Literacy and Rhetoric for Comp 2.0 and Beyond. Dr. Craig has taught English Composition within the City University of New York for over fifteen years. Presently, Craig is an Associate Professor of English at Medgar Evers College, where he serves as the Composition Coordinator and City University of New York Writing Discipline Council co-chair.

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Deejaying her Listening: Learning through Life Stories of Human Rights Violations– Emmanuelle Sonntag and Bronwen Low

Audio Culture Studies: Scaffolding a Sequence of Assignments– Jentery Sayers

Deep Listening as Philogynoir: Playlists, Black Girl Idiom, and Love–Shakira Holt

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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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.

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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

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