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from an e-mail interview with jeremy from Frequency magazine. the interview
is discussing listener interaction, skotodesk, process and involving systems
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the site you directed me to
was very interesting.
what exactly is meso? *
what are your role(s)
within involving systems?
*
is that what you're spending
all of your time on
these days?
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yes; realtime video generation; installations for exhibitions and trade
fairs; interactive web works, customized interfaces, programming, visualizations,
interactive audio. we founded meso about three years ago. it is a combination
of a research lab and a service company.
we always try to work at commercial projects which can be remixed in an
artistic way, or allows us to refine our tools; also a lot of our clients
come to us, because they liked the artistic works. and yes, we do this for
our living.
the core of meso is five people: stefan ammon, michael hšpfel, karl kliem,
max wolf and me; with a larger group of partners and freelancers working
with us regularily.
involving system is a label for interactive audio works. involving systems
is three people; karl kliem, martin bott and me, kind of a interactive installations
boygroup.
my personal background is computer science, although i consider my work
as interdisciplinary with a strong focus on design. most of the works i
did in the last years can be considered as group works, which would not
be possible without the others.
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what do you think
the listener gains
from being involved
in the music making process? |

this depends very much of the interface design, and this is a very interesting
aspect: we experimented with very different strategies in the last years.
the first series of installations (invsys 2.0, 2.1 and 2.3)*
we designed to be very easy to use: automatisms and a very strict rhythmic
fundament allowed mostly any interaction to fit into the given musical
context. the music was meant to be very generic, which allowed for a clear
view on the functional aspects of the music. it was an almost didactical
approach, albeit a lot of fun for the visitors: how mostly every loop
can generate a magic, when played in a repetive beat; how cutoff/resonance-filtering
influences the perception of the music; how the addition and subtraction
of individual drum patterns influences the perceived energy, how echo
effects change the rhythmic feel etc. in addition to these fun-aspects
and the hidden didactical aspect, it was also a group situation where
multiple visitors we able to make music together. people can try to do
something together, can share experiences. we did various setups: at art
galleries, in clubs, at parties, in public spaces, in shops, at conferences
etc, to see how the audience would react. we actually designed the piece
for being able to withstand the different contexts, and not expose itself
on what its meant to be. people going to a "real" art gallery expected
to see an artwork; people expected to see a performance turned away after
we explained the different controls; people in clubs just used the controls
and discussed certain sounds or beats. so there were different aspects
the people were interested in, but after all it was the same music. in
fact a lot of people with very different backgrounds enjoyed the installation.
later installations, for example invsys 2.7*
and brk_b.t*,
focused more on the music making aspects; these can be regarded as musical
instruments which exploit certain user interface metaphors. invsys2.7
had an integrated record player for recording loops out of our record
collection; the music was made by mixing different loops in different
patterns. its a kind of utopian dj equipment.
brk_b.t focussed on a sophisticated permutation system to get the maximum
out of the about twenty classic drum&bass-drumloops. its about combining
and rearranging things and takes a focus on the fact that you can use
a minimal alphabet of sounds to make music. for getting musical instruments
we made the learning curve steeper; people had to understand the meaning
of certain buttons and functions to use the machine properly, it definitly
included the possibilities of error. we found mostly djs sitting on these
installations, usually for hours.
the heavy rotation revisor*
can also be considered as a musical instrument, but with a couple of arbitrary
limitations which make it unusable for that purpose. although a massive
installation we decided to liberately moved it into the range of a toy.
live samples from five different radio stations were continuously and
automatically taken and put onto the playing field. the visitors were
able to move the samples in a sequencer and make a continuous sound loop
out of them. the software based heavily on time stretching, so the outcome
had not very much to do with the original radio programme. we didnt like
to make this a "real" musical instrument, so we focussed on things like
an overwhelming amount of incoming samples, a radar-screen like interface
which looked elegant but introduced some unmusical quirks to the sequencing,
the inability of controlling the sampling process and the limited lifetime
of the samples in the composition, etc.
by introducing the unmusical interface elements we wanted to move the
thing away from a discussion of the source material and more to listening
to the results. after all you had to interpret the results as music to
appreciate what you are doing.
mutable muzzy musics*
is a complete different approach: it focusses mostly on the "making music
for other people" concept. interactive audio pieces tend to sound horrible
for the people not involved with their creation. this was an attempt to
build an installation which actually can be played loud, e.g. in a lounge,
where a lot of people we just supposed to listen. we sampled two complete
cd´s (by mille plateaux*)
and allowed people to make a continuous remix with some very easy to use
hand controllers by stepping through the individual loops of each track.
at this level the interaction is very easy and its quite impossible to
do something really wrong. this works by tapping the vast amount of creative
input available in each millisecond of digitally recorded music. this
installation can be considered as a magnification lens, which also leads
to an interesting minimalism in the result. the magnifying lens effect
is very interesting from a music listeners view and it also showed a lot
of the compositional details of each track. on the other side, the interface
was so simple that people could use it even while half asleep; which also
adds a very interesting dimension.
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does your work appeal
more to people making music
or people interested in art? |

i think most of the work is directed in refusing this distinction. there
are a lot of other dichytomies like "commercial/uncomercial" "applied/free"
"playful/didactic" "serious/funny" "retro/avantgarde" which are hopefully
inapplicable for our projects as well. for my personal point i like the
situations where audiences mix, as (especially in the music consumer world)
thing tends to be too separated.
albeit problematic (uncool, invisible etc.) from the view of a "pure"
music-lover or "pure" art-historian, i think there are a lot of lessions
to be learned from the mixture. coming from oval i found the music world
quite restrictive and i didnt see any point in just releasing one cd more.
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why have you titled
the project
involving systems?
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you are always part of various contexts which try to involve you in some
way. the name is a reflection of ourselves being stunned by certain technologies.
of course we hoped that people would be involved in our systems as well.
we also liked the professional attitude of the name. actually we were
surpised that the .com adress was still free, when we registered last
year.
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i like the idea
of moving away
from the consumption of
recorded music
(on CD and mp3 format)
via listener participation
or interactive music.
do you think
that this is possible
that this practice
can be widely accepted
and used?
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definitly; but you have to make the things portable and ubiquituous, which
means small, which means very difficult to develop. there are a lot of
things we like to do, but it would just being to expensive to develop
for ourselves. on pc/mac-platforms everything is quite simple these days.
if you are moving to pocket-size mp3-based devices its impossible to develop
a working product for an individual artist/musican/developer. so its in
the hands of the big companies right now. on the pc desktop and in video
games i expect a lot of these kind of things with all that disk space
and processing power available. unfortunately most developers seem to
be more concerned with putting the same stupid cd-player controls in different
"skins" than with thinking about the possibility of re-editing the audio.
i think two aspects are problematic: playback and distribution. you cant
put interactive pieces in any readily available player; you cant play
them in clubs without delicate machinery, you cant play them at home without
noisy fans and bulky boxes. these things need to change. flatrate broadband
internet will help playback and distribution a lot, but to make a breakthrough
a massive marketing development is necessary. i hope there are enough
opportunities for open-source projects and reverse-engineering so that
it wouldnt be a purely commercial endeavour (game consoles).
when we developed the ovalprocess prototypes five years ago nobody was
interested in releasing it, we didnt even thought ourselves that it would
be good to release a cd rom-only. the target audience would have been
too small to have any impact.
with involving systems we focussed on events and exhibitions which allowed
for prototypical implementations which didnt need the full expensive product
development cycle, but of course you will never reach the same amount
of people as with an internationally distributed cd-audio.
on the other hand i also see that the ability to do musical improvisation
is a very sparse resource. far from anyone can do it in a way which is
also interesting for other people to listen to. a typical audio cd contains
the work of throusands of hours of work of the most talented people in
one hour audio material. nobody would be able to improvise that on-the-fly.
but i think moving in a precomposed musical world (like in a first person
video game) is quite enjoyable even for less musically inclined people.
i think we will see a lot of these things in the personal audio or ambient
audio range. but there would be no way that the musican or composer would
be superfluous, it would just change their way of working.
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to what extent is
computer software
making your project
possible?
i noticed that mmm
used max/msp.
why did you chose
to work with
max? |

the first installation were really pre-msp, so really we had to hide a lot
of boxes in the installations. we actually bought a huge double king size
refridgerator-style ibm mainframe rack from the scrap yard to be able to
hide the hardware for upcoming projects. we actually were saving for a fork
lift when max/msp was released.
max is ideal for glueing all kind of different things together. msp saves
all these dreaded boxes with 2x40 character displays.
programming max is unique because of the "programming while running" paradigm.
especially with musical projects you can refine your program without breaking
the flow by permanently switching between edit/compile and run-mode. this
is something i miss very much when working with other languages. also the
user interface is brilliant and allows for a certain craftmanship while
handling.
the main disadvantage is that you are struck to the macintosh platform which
is lacking hardware support and multimedia capabilities.
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tell me about your involvement
with skotodesk?
did you work on
oval process software
as well?
is the process software
the basis for
skotodesk?
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process*,
as we designed it almost five years ago was meant to be able to take samples
from the cd, let the user recombine these pieces and save these combinations
to disk as a kind of an "extra track". i liked the idea of playfulness and
the ability to extend other peoples material; markus liked the vision of
getting automatically endless variations out of his own samples audio samples.
features were permanently fabulated, the specs changed constantly, and markus
developed a huge amount of marketing hype for process without ever knowing
what can be expected from a piece of software. this sounds a little bit
harsh, but in fact we split before we were able to fix a release date.
process v0.1 was programmed by richard ross in macromedia director with
a screen design by me. i havent really seen richard credited much, but he
spent an enourmous amount of work on getting the early process versions
running.
when seeing the skotodesk installation in the sony exhibition in berlin,
i cannot speak of any difference between the incomplete process betas we
developed back then.
it is exactly the same software, but with different options for the future.
for the berlin installation markus replaced almost all of my bitmaps, included
an improved set of sound samples, removed the unimplemented icons and added
this rather contingent decorative plexiglass box. so skotodesk is process
v0.11 with a future process v1.0 discontinued after keeping process v0.1
for years in beta stage.
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do you know why
oval process software
was not released with
oval process? |

releasing different things under the same name was a classic oval strategy.
i think markus decided to call the album process because everyone continued
to ask for ovalprocess after he was announcing it for years.
but thats just my guess. |