Augmented Feedback: A Compositional Approach to Acoustic Feedback in Digital Spaces
(2024)
author(s): Zeynep Oktar
Limited publication. Only visible to members of the portal : KC Research Portal
The research entitled "Augmented Feedback", is focused on developing a compositional practice, centered around acoustic feedback processing in digital spaces. I wish to explore acoustic feedback that occurs in virtual spaces, including the hybrid world of physical and digital space and physical phenomena that occurs from the excitation of feedback through microphones and loudspeakers. I will focus on experiments, reflections, developing techniques and functions that I have discovered while composing and experimenting with pieces that have used processed acoustic feedback as sonic material, microphones and loudspeakers as instruments. The outcome will have brief background and development reflections about my approach to feedback around my personal compositional practice, the historical side of feedback and how it relates to the works of other composers and artists, technical and philosophical content of feedback in compositional situations, and how my compositional approach led me to the term “augmented feedback”.
“What if the sonority of feedback was not the center focus point of a piece? What else can we develop by using feedback and imagining it in different sonic landscapes? What is the mystique of its nonlinearity? How can we deal with microphones and loudspeakers as a musical instrument through using software environments?” are the main questions that drove me into researching feedback. Dividing these questions into subcategories: conceptual and compositional.
RNDR M3 4S (1) 0F UR AVATAR GRLS*
(2023)
author(s): AMUSED
published in: Research Catalogue
This thesis is aimed at investigating virtual embodiment and how it can affect a performer's experience of; and relationship to the physical body. With this auto ethnographic case study I hope to shed some light on the ways virtual reality technology enables critical experiences and what effects these experiences could have, through my own personal journey. The study was conducted in the setting of my home using a Pico 4 VR head mounted display and HTC vive full body tracking. The project used for the case study was an audiovisual pole dance performance that was performed on the platform Neos VR and streamed to Studio 44 in Stockholm. The research is rooted in the artistic field but draws knowledge from psychological and social research on VR as a cognitive and embodied technology. The research methods used to gather and analyse the research material were visual research, phenomenology and deep listening. The data collection consisted of visual and text based data. On the visual data I applied thematic analysis, coding and categorising of the text based data and analysing hyper reflections with a phenomenological approach. I found that the experience of virtual embodiment did change my relationship to my own body in a positive way by feeling more grounded and accepting. I was less anxious about performing and felt more confident in myself. Because of the entanglement of the study it was not possible to solely contribute the outcomes of the effect to virtual avatar embodiment in itself. It did however demonstrate how these VR technologies could be used to enable norm critical experiences by the use of norm critical design applied to avatars challenging beauty ideals and societal norms of performativity. My virtual embodiment and its effects on me can give a unique insight that would benefit developers and users active in these platforms as well as for personal introspection and self development. The study serves as a good base to build future research on and I intend to further elaborate on the extensive research data that was gathered.
Auditory and Technological Culture: the Fine-tuning of the Dancehall Sound System “Set”
(2018)
author(s): Julian Henriques
published in: Journal of Sonic Studies
This paper describes how sound engineers in Jamaica fine-tune the huge and powerful dancehall sound systems to achieve their best auditory performance. This provides an example of how cybernetic systems combine musical and technological processes. The phonographic apparatus of the set utilizes three basic material electromagnetic processes: (1) power; (2) control (Bateson 1987) and (3) transduction (Simondon 1992). The sound System engineers fine-tune with a technique of compensation, described in terms of two corporeal sensorimotor practices: (1) the kinetic motor process of manipulating the value of particular components, or substituting one for another and (2) the haptic sensory process of monitoring the auditory output of the set. Further, the engineers are engaged in (3) evaluating or skilled listening (Sterne 2003) for the particular sonic qualities such as “balance,” “weight” and “attack” that the fine-tuning aims to achieve. Engineers learn to evaluate, select and combine sounds in the sociocultural milieu of an apprenticeship – as elements of a communication system (Wilden 1972).
An earlier version of this paper was presented at the 18th International Conference on Systems Research, Informatics & Cybernetics. 7 to 12th August, 2006, Baden-Baden, Germany.
Rediscovering the Interpersonal: Models of Networked Communication in New Media Performance
(last edited: 2024)
author(s): Alicia Champlin
This exposition is in progress and its share status is: visible to all.
This paper examines the themes of human perception and participation within the contemporary paradigm and relates the hallmarks of the major paradigm shift which occurred in the mid-20th century from a structural view of the world to a systems view. In this context, the author’s creative practice is described, outlining a methodology for working with the communication networks and interpersonal feedback loops that help to define our relationships to each other and to media since that paradigm shift. This research is framed within a larger field of inquiry into the impact of contemporary New Media Art as we experience it.
This thesis proposes generative/cybernetic/systems art as the most appropriate media to model the processes of cultural identity production and networked communication. It reviews brief definitions of the systems paradigm and some key principles of cybernetic theory, with emphasis on generative, indeterminate processes. These definitions provide context for a brief review of precedents for the use of these models in the arts, (especially in process art, experimental video, interactive art, algorithmic composition, and sound art) since the mid-20th century, in direct correlation to the paradigm shift into systems thinking.
Research outcomes reported here describe a recent body of generative art performances that have evolved from this intermedial, research-based creative practice, and discuss its use of algorithms, electronic media, and performance to provide audiences with access to an intuitive model of the interpersonal in a networked world.