Listening to art. Playing with audio. Sounding out technology. Composing in code.

Tag Archives: audio-games

When Cells Collide

Istanbul-based 'Otomata' developer Batuhan Bozkurt on generative sound, app development, cross-browser incompatibilities, and unexpected outcomes.

There is a grid, and it is blank, just 81 squares arranged in nine rows and as many columns. Click on any single square, and it lights up: a cell has been activated, and it begins moving upward, toward the top of the grid. When the cell hits the wall, it rebounds, emitting a pinging sound at the moment of collision. The cell then travels down until it hits the opposing wall, again rebounding and pinging at once. Click on two squares side by side horizontally, and watch the resulting cells travel in unison visually, though they are pitched apart. Click on enough of these squares, and the resulting cells will collide with each other, triggering sideways motion and ushering in a new level of sonic and geometric complexity.

Yet for all the potential chaos, for all the unpredictable interactions, the resulting sound is what could widely be described as musical: tuneful, percussive, internally coherent.

Grid, Unlocked: Video footage of Batuhan Bozkurt’s Otomata audio-game in action.

This is Otomata, the grid-based generative music system, or audio-game, or sound-toy, developed by Batuhan Bozkurt, who is based in Istanbul, Turkey. A little more than a month ago Bozkurt announced the free tool’s existence on his earslap.com website. The rules, as he describes them, are simple:

Each alive cell has 4 states: Up, right, down, left. at each cycle, the cells move themselves in the direction of their internal states. If any cell encounters a wall, it triggers a pitched sound whose frequency is determined by the xy position of collision, and the cell reverses its direction. If a cell encounters another cell on its way, it turns itself clockwise.

The resulting wave of Internet-fed curiosity proved just as unpredictable as the sonic outcomes inherent in his creation. The Otomota site received more than a million page views in a matter of days. As of this writing, the above YouTube clip of Otomata in action has had more than 175,000 views. Coverage popped up not only on digital-music sites like createdigitalmusic.com (where Peter Kirn highlights Otomata’s social component, in which users share the result of their experiments), but also consumer-tech site like engadget.com. As a measure of the extent to which Otomata has helped popularize generative sound, note that the comments at Engadget are relatively free of the sort of snarky nay-saying that has been the reader response there to posts about sound art (witness, for an unfortunate contrast, a recent Engadget post about Switzerland-based Zimoun).

Contacted via email, Bozkurt agreed to be interviewed, and what follows is that conversation, lightly edited. He talks about the software-development fine-tuning that yielded Otomata, the promise and precursors of generative art, and some of the unlikely sources of his inspiration, notably the “hang” (“hang drum”), the steel instrument from which he derived Otomata’s tuning and sounds.

Steel Wheel: The “hang” drum, from which Otomota’s sounds are derived

Inevitably, the discussion touches on John Conway’s Game of Life, the popular ur-application of cellular automata, in which simple rules yield complex patterning. Bozkurt is careful to distinguish between the shape-changing algorithms of Conway’s 1970 concoction, and the more straightforward collisions of his own creation.

Primordial Programming: An example of Conway’s Game of Life in action (via wikipedia.org)

The email format of the discussion proved fruitful, allowing us to pursue various tangents, and easily track back to the moment at which conversation diverged. We talked about how he utilizes generative tools in live performance, and about a possible aesthetic parallel between his programmed and composed musical output.

Excellent Birds: Though he didn’t note the Conway-esque figurations at the time, Bozkurt linked to this video of a flock of birds from his twitter.com/earslap account a few weeks after the debut of Otomata.

Bozkurt, who was born in Istanbul in 1983 and continues to live there, is especially eloquent about the way that the ever-changing nature of computer technology shapes his decision-making as an artist and as a software developer. In a manner of speaking, the chaotic realm of digital sound — as exemplified by diverging platforms such as Flash and HTML5, and browsers that have their own idiosyncratic standards — is itself a generative construct yielding unexpected delights.

Marc Weidenbaum: The rules that apply in this game, the way collisions alter the way sounds are triggered — were they the first set of rules that you experimented with, or did you develop them through trial and error?

Batuhan Bozkurt: I have experimented with cellular-automata systems a lot in the past. I always found them fascinating for a multitude of reasons, the most important one being that they included the most essential elements I tend to employ for creating generative art. They have clearly defined states, they use feedbacks (the system is fed back its previous state and generates a new state), they have well-defined rules, and as a result they have emergent behavior. I’ve been programming my own tools to make art for many years and I don’t always work with very simple systems. Working with cellular automata (CA) is like a recreational hobby for me. They are very simple to implement, use, and understand, yet they include almost all of the ingredients I care about.

So if we take my past interest in these types of systems into account, it is an evolutionary step for me. That said, the rules Otomata uses were derived without any type of experimentation whatsoever. The idea just popped into my mind just as I was drifting into sleep one day. Later I thought it wouldn’t work well, or it wouldn’t be interesting at all, but I implemented it anyways to see how it behaves. A few tweaks (not to the rules but to the way they generate sounds) and I liked the result. Actually this was the first time I experimented with such a system. I mean, all the CA systems I’ve worked with in the past relied on neighborhood rules (like in Conway’s Game of Life). Otomata is distinct in this sense (it only cares about collisions) and I’m not even sure if it can be classified as a CA system technically.
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A Different Kind of “Local” App

Thicket app co-developer Morgan Packard currently lives in Denver, Colorado, and a local alternative weekly for which I do some writing, the Colorado Springs Independent, picked up my interview (“Being Decimal: The Anticipatory Pleasures of the Thicket App”) with him. The app is his co-creation with Joshue Ott. The new version has a different introduction and has been trimmed for a more general audience, and it includes some additional information about the local community he’s found in the area, having moved there from New York with his wife. Packard focuses on the Communikey Festival (communikey.us), to be held next month and at which Monolake, William Basinksi, and Radere (Carl Ritger), among others, many from Colorado, will be performing. Read the piece (“There’s a Thicket for That”) at csindy.com.

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Best of 2010: 8 Best iOS Sound/Music Apps

Following is a list of the eight new iOS apps that this year best exemplified the intersection of sound/music, interactivty, and mobility — that is, of apps designed for the Apple iPhone, iPod Touch, and iPad. Last year’s list of best iOS apps had 10 entries, but the shorter list this year isn’t intended as any sort of sign of a diminution of creativity in iOS development. Quite the contrary, this year’s list is simply more categorically selective.

There are at least two major branches of iOS sound apps right now: those that emulate (or otherwise augment) instrumentation, such as virtual pianos and turntables (as well as guitar tuners and effects pedals), and those that explore new realms of interactivity.

In its widely reported year-end “Rewind” assessment of “app trends,” Apple labeled these categories, respectively, as “Band in a Hand” and “Generative Art & Sound” (which combines visual and sonic tools). This year-end Disquiet.com list focuses on the latter.

Further winnowing the potential contenders, all the apps listed below were released this year. I thought about including previously existing apps that showed a major upgrade this year, but decided to focus on new apps, in large part because an insignificant number of apps from 2009 in this interactive realm showed any significant improvement in 2010.

The eight best sound/music apps of 2010 are, in alphabetical order:

1. Aura 2: Flux: This ambient-music creation tool nudges toward instrument territory (or, more to the point, compositional territory) but emphasizes the casual playfulness of its own homegrown visual interface (iTunes), one that encourages an exploratory approach. Various moods and sounds can be combined to create systems-fueled compositions based on how elements are organized. Aura’s interface provides a kind of visual programming language made of building blocks (and, like another app listed here, Reactable, is thus reminiscent of the old Logo programming language). More details at the developer’s website, higefive.com.

2. Immersion Station: This seemingly simple app allows you to place a set number of globes on a grid, each globe representing a different sound loop (iTunes). The grid is distorted based on a one-point perspective, which means that the further back a globe is placed (the closer it approaches the horizon), the quieter it is in the mix. The real clincher is an “evolve” mode that takes a given arrangement and slowly shifts it as time progresses. The app was developed by longtime electronic musician Steve Roach and software engineer Eric Freeman. More details at immersionstation.com.

3. Inception: This is a bespoke edition of the RjDj app, developed as a free adjunct to the Inception film (iTunes). It processes the sound around you in real time, transforms it in ways that the developers liken to a dream state. Some of the transformations involve musical cues from the film. The common software-development term for this kind of thing is “reactive,” or “augmented.” An even more appropriate word would be “wonderful.” Additional Disquiet.com coverage: a story I wrote about the app’s release for boingboing.net, a list of the RjDj/Inception developers’ favorite aspects of the apps, and a list of the best movie scores of 2010 (which includes Inception). More details at inceptiontheapp.com.

4. Mixtikl: This app almost doesn’t belong on this list, because there is nothing casual about it (iTunes). It is a highly detailed generative-sound creation tool, one that has far more in common with computer music software than with the playful, intuitive apps listed here. However, even if that does put it strongly in the “instrument” category, the fact is that it has no analog (so to speak) in the realm of traditional musical instruments. It also includes a growing library of in-app sound generators. As a sign of its non-iOS-specificity, there are Mixtikl versions for a growing number of operating systems, including Windows and Mac, at the developer’s website, intermorphic.com.

5. Thicket: This is, at its essence, an interactive single (iTunes). The touch screen lets the user alter in various ways a piece of music — an alternately bouncy and reflective bit of refined techno — and the visuals associated with it. The alterations depend on the number of fingers used, the patterns drawn, the speed at which they are drawn, and the angle at which the device is placed. Additional Disquiet.com coverage: an interview with one of the app’s developers, “Being Decimal: The Anticipatory Pleasures of the Thicket App.” More details at intervalstudios.com.

6. Reactable: This is, like Flux, a node-based ambient-music tool with its own internal structural logic (iTunes). It is the second most complex of these apps (after Mixtikl), but the invested time is rewarded handsomely. Like Aura (mentioned above), its building-block interface and systems-oriented progressions suggest a distant lineage to the Logo programming language. It originated as physical, tabletop interface and was later ported to a software-only tool. More details at reactable.com.

7. Sonic Wire Sculptor: In simplest terms, this iOS app takes line drawings and turns them into sound
(iTunes). Create new compositions by carefully delineating a structure, or just input an existing image, like a face, and listen to how it sounds. Then — and this is what really pushes Sonic Wire Sculptor over the top — rotate the line drawing in three-dimensional space to hear geometric variations on the musical theme. More details at sonicwiresculptor.com.

8. SoundyThingie: This one is the sole iPad-only app on the list (the developer has stated that iPhone development is “tricky because iPhones have very weak processor”). It provides a blank slate on which the user draws lines, lines that are subsequently interpreted as sonic instructions (iTunes). Speed, position, and other factors influence the resulting audio. Of all the apps here, this one probably has the most self-evident roots in the tradition, so to speak, of non-traditional graphic scores in avant-garde music. More details at linienmusik.net.

A few additional notes:

¶ These are all iOS apps, which is not intended to dismiss mobile-app development on Android (I own a G1 phone, and when its contract runs out at the start of 2011, I will almost certainly replace it with another Android-based phone), Windows 7, or any other operating system, or browser-based (largely Flash) interactive sound toys. Much of the energy that for over a decade fed the audio-games/sound-toy world in web browsers seems to have migrated to Apple’s operating system, but here’s to hoping that the development world diversifies in 2011.

¶ There are, indeed, other types of sound apps, including streaming audio, like Pandora and Soundcloud; so-called “soundboards,” which collect sounds related to a specific subject, like The Simpsons; and brand fodder, which provide fans with a virtual trinket, the app equivalent of glossy pamphlets purchased from concert concession stands. And judging by sheer number, “farts” could easily be its own subcategory.

¶ I considered including Papa Sangre on the list (iTunes) because it is (reportedly) the first ever audio-only video game. However, much as that sounds like a wonderful melding of Janet Cardiff and Nintendo, there is no sound manipulation within Papa Sangre, so it doesn’t really fit into this list.

And needless to say, if anything prominent is missing, do not hesitate to let me know.

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A Pre-Introduction to Seaquence.org

Posted my latest boingboing.net piece yesterday, this time focused on seaquence.org, a lovely and nifty petri-dish-themed music sequencer produced under the auspices of gaffta.org. It’s browser-based and free, which is to say it has resisted the lure of iOS that so much interactive music has succumbed to in recent years. I’ve been interviewing the developers of Seaquence as part of the series of music-app investigations I pursued recently in regard to the iOS apps Thicket and ShapeSeq.

In the boingboing.net piece, I inserted a video produced by the Seaquence crew that serves as an introduction. Here’s another video, this one produced apparently by someone not associated with the production of the software:

 

Read about seaquence.org here: “An Experimental Musical Petri-Dish.”

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The Best RjDj (& Inception) App Scenes (& Dreams) — According to the Developers at RjDj

RjDj is an iOS app that takes the sounds around you, transforms them, and then plays them back to you. The process is referred to as “reactive,” because the transformations occur in real time — i.e., they react to your (sonic) environment, as well as, in some cases, to more common iPod/iPhone/iPad techniques like touching the screen and moving the device.

RjDj is an app, but to borrow a phrase, or two, from Walt Whitman — who taught us to sing the body electric — it contains multitudes, because RjDj contains within it a growing library of “scenes,” each of which reacts to the world in a different way. When you install RjDj on your iPhone, it comes with a few scenes. Then you explore the RjDj library and select new ones. And, if you get adventurous, you can design your own scenes.

The incredibly popular Inception app, released last week, is a descendant of RjDj — it’s essentially a bespoke edition of RjDj, tailored to the sounds and aesthetic of the brain-twisting summer flick; each “dream” in Inception is, essentially, what would be a “scene” in RjDj.

Given how many RjDj scenes there are out there, with more every day, I asked the crew that develops software — at the company Reality Jockey, based in London — to recommend their favorite RjDj scenes and Inception dreams:

Michael Breidenbrücker, CEO (twitter.com/byzo):

Favourite RjDj Scene: Dimensions (by Kids on DSP). Why?: There is a part in it where the microphone input drives the synth — I like that. More Info: rjdj.me.

Favorite Inception Dream: Travelling Dream. Why?: Whatever you are traveling with becomes an instrument. The music is composed and designed for exactly that situation: travelling. There is so much to say about this piece of music you could write a book about it, but it just sounds simple and super, too, which is the reason why I won’t write a book about it. :-)

Robert Thomas, CCO, Reactive Music Producer
(twitter.com/dizzybanjo, dizzybanjo.wordpress.com):

Favourite RjDj Scene: Eargasm (by Damian Stewart) Why?: Eargasm was the first RjDj scene I heard while beta-testing it as a user in 2008. It completely blew me away. I used to listen to it for hours at a time. The sensation Damian Stewart created, of reality musically glowing — almost revealing a secret inner beauty in everything — is really special and has certainly touched a lot of people. More Info: rjdj.me.

Favorite Inception Dream: Sleep Dream Why?: I like a lot of the dreams we worked on for Inception for different reasons, but the Sleep Dream is especially fascinating because of the pervasive ways people are using it. Many people are actually going to sleep with this dream on and using it as a way to induce dreams. It’s very abstract sonically — reality is twisted into a vast intricate texture where time is reversed. It’s extremely surreal. Its also incorporates music from the movie in a very interesting way, stretching it out into huge granular soundscapes.

Martin Roth, CTO:

Favourite RjDj Scene: Echolon (by Günter Geiger) Why?: This is one of my favourite RjDj scenes, not because it is some technical tour-de-force or an artistic masterpiece, but because it is so simple and yet so addicting. Echolon is a bundled scene in the RjDj player and has become the most popular scene of all time. The basic effect is one that echoes your surroundings around you, pitching everything up and down. You hear different versions of the echo in your left and right ears. Sounds in your environment are pitched, giving the impression of a musical world. Possibly the greatest reason for the success of Echolon is that it provides a very striking effect, but that it is also relatively easy to understand. Everyone knows what an echo is, but few people seem to have had the opportunity to hear themselves or their surroundings echoed on demand. So here’s to you Echolon, the little echobox that could! More Info: rjdj.me.

Christian Haudum, Graphic Designer and Web Development (twitter.com/chaudum, christianhaudum.at):

Favourite RjDj Scene: Aware (by Florian Waldner) Why?: It’s very relaxing listening to it in the office. You get a nice spherical soundscape and you are connected to the “outside” to a very high degree. More Info: rjdj.me.

Dominik Hierner, iOS developer (twitter.com/k1n1m0d):

Favourite RjDj Scene: Replay Atlantis (by Kids on DSP ft Kirsty Hawkshaw) Why?: Atlantis throws you into the deep sea and you feel surrounded by a nice bass, relaxing melody and mermaids. This scene was like the first scene that really puts you into a complete new world. Replay Atlantis has kind of a story within it; it is an adventure, an experience rather than “just music.” And it also sounds great when the real world around you does not give the music something to react on. More Info: rjdj.me.

Joe White, Reactive Music Producer:

Favourite RjDj Scene: Seduction Part III (by Shuga) Why?: I like the idea of actively performing with someone else’s music as you listen to it. Seduction Part III has this cool r&b groove where you can add cheeky drum fills, synth lines and whooshes. It’s great to learn the interaction of the synth; after a while, you can create own your expressive melodies. More Info: rjdj.me.

Florian Stege, Intern:

Favourite RjDj Scene: Nothing on We (by Chiddy Bang) Why?: I like the groove of this hip-hop track and the way you can manipulate the beat and play with the instruments. I also like the variety of the different parts of the track. It gives you the opportunity to create a really nice, perfect individualized backing track for your vocals. More Info: rjdj.me.

More on Reality Jockey at rjdj.me. Get the RjDj app at itunes.apple.com, and the Inception app (itunes.apple.com).

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