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.
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.
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.
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.
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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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.
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 (
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 (
3. Inception: This is a bespoke edition of the RjDj app, developed as a free adjunct to the Inception film (
4. Mixtikl: This app almost doesn’t belong on this list, because there is nothing casual about it (
5. Thicket: This is, at its essence, an interactive single (
6. Reactable: This is, like Flux, a node-based ambient-music tool with its own internal structural logic (
7. Sonic Wire Sculptor: In simplest terms, this iOS app takes line drawings and turns them into sound
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 (
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