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

Tag Archives: iphone

The Many Flowerings of Otomata

Otomata is a simple generative audio app, in which chance collisions yield unexpected patterns, both visual and sonic. Its arrival on the Internet a month ago has, in turn, yielded unexpected flowerings, from myriad new patterns generated and shared by users (pictured here is one such example), to its employment in fixed sound recordings, to its inspiration of new software development. What follows is a survey of just some of those efforts, much of it (audio and software) downloadable for free. (Meanwhile, read an interview with the Otomata developer, Batuhan Bozkurt, “When Cells Collide,” and check out the software itself at earslap.com.)

Mitzilla‘s “Audio Recording on Sunday Afternoon” (at soundcloud.com/mitzilla) uses the beading pulses of Otomata as a rhythm track, against which he plays generously spaced strums of an acoustic guitar. It’s a promising sketch of what will, one hopes, eventually yield a more fleshed-out composition. Mitzilla hails from El Paso, Texas:

For DrDerek, the Otomata-derived material provides not the rhythm but the melody, to which he adds other digitally sourced material (“my Electribe SX-1 and Korg Kaoss Pad 3 and the Korg Kaossilator Pro. recorded live,” he explains, listing his tools with one caveat: “some things may sound a bit off”). The result (at soundcloud.com/drderek) is louche, loungey electronica.

And for bongo_g, who is based in Amherst, Massachusetts, Otomata provided not sound source material, but an overall approach. His “Ricochet1″ (at soundcloud.com/user4724971) is evidence of an implementation of an Otomata-like software tool that he is developing on the popular device called the Monome.

Bongo posted the code at monome.org, where the discussion is ongoing. Here is a video demonstration (from vimeo.com) of bongo’s Otomata-derived instrument on a 256-cell Monome, performed by Machsymbiont:

Just to take the proceedings one further step meta and virtual, this next video (also at vimeo.com) shows Bongo’s Monome implementation of Otomata as ported to the Nomome, which is a software emulation of the Monome on a 64-cell device called the Novation Launchpad:

And because no cultural instance is complete without an iOS app implementation, this is Sound Cells (at apple.com), which debuted in the iTunes App Store earlier this month. As its developer notes, Otomata’s inventor is himself working on an iOS version. Sound Cells offers six different scales, among them the Hang scale, based on the Hang drum, which was the inspiration for Otomata’s tuning:

Two more videos. This is Otomata paired with another sound app, called SoundPrism:

And this is four instances of Otomata working together in tandem — with TV food personality Alton Brown (the patron chef of hackers) in the background:

Check out the original Otomata software for free at earslap.com.

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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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2011 Resolutions: 1. Upgrade Streaming Music

These aren’t quite resolutions, but there are several things I intend to do a better job of on Disquiet.com in 2011 than I have in the past:

1. Feature more streaming-only music. True, there is arguably no such thing as streaming music. It’s all downloadable, since the audio you’re hearing is on your computer (or other web-enabled device) by some means. In many cases, all you need to do is look at a streaming-only page’s source code (Ctrl + U in the Firefox browser) to locate the URL for the streaming media.

But even if the distinction between downloadable and streaming is artificial, an illusion, it is still a distinction made consciously, one way or the other, by people who post their music online. This site honors such decisions, aside from the occasional gray-market tip regarding particularly remarkable items that have long been out of print. This site also favors, to a great degree, downloadable music over that which is only intended for streaming. (There’s a whole department dedicated to it, Downstream, much as there is for commercial music, The Crate, which has far less coverage, and there’s no section for streaming-only.)

Part of this decision to pay more attention to streaming audio is curatorial: There’s an enormous amount of streaming-only music available. Part of the decision is practical: Once upon a time, the distinction between downloadable and streaming-only was a matter of what was and wasn’t portable: downloadable music you could pop onto your iPod (or semi-equivalent MP3 player), whereas streaming music was only available while you sat in front of your computer. With the rise of the smartphone, especially in our age of 4G/Mobile-WiMAX/LTE/etc. connections, it’s arguable that the tables have turned: the downloadable file is now a weighty object that needs to take up precious space on a device, whereas streaming audio is available (allowing for some hyperbole) in any place at any time.

In the past, there’s been this sense that downloadable music is part of a community that takes open-source culture seriously and that non-downloadable (i.e., streaming-only) music can, as a result, have a sense of being promotional, but that divide no longer seems to hold. (Please don’t read anything into this about the fate of the Downstream section — it will continue to exist, a new item each weekday.)

In any case, I’m hoping that in 2011 I’ll spend more time acknowledging, critiquing, recommending, and otherwise paying (and directing) attention to audio that is streaming-only … such as this track by Chris Herbert, titled “Shortwave Study for Scott Morgan.” Scott Morgan is better known loscil, and he and Rafael Aton Irisarri are compiling a compilation titled Air Texture II for spring 2011 release, and this is a rough sketch of something that Herbert is working on for them. It’s a lovely, low-key bit of near-silent ambience, all slow gusts of aether with occasion additional tones and textures and bits of voice.

More on the track on the page where it is hosted, soundcloud.com/chrisherbert.

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Bloomsong: A Bloom Song (MP3)

A subject of some regularity of late has been not so much whether apps are instruments, as what it means, from an authorship standpoint and a copyright standpoint, that apps are used as instruments.

The discussion coalesced in the comments section to a post at the start of December (“A Bloom Is a Bloom Is a Bloom”). The post took as its subject a recording based on Bloom, the iOS app developed by Brian Eno and Peter Chilvers. During the discussion, one of the participants, named Travis Nobles, mentioned a piece of music he used Bloom in, and that became the subject of a post a few days subsequently (“Bloom + Birdsong”).

Then, via his twitter.com/countrymarxist account, Alec Vance, of the New Orleans electronic group Chef Menteur, provided a link to a track he’d recorded with Bloom. It wasn’t entirely a surprise, since back in September he’d listed Eno/Chilvers’ Bloom (along with Terry Riley’s “In C”) as inspiration for a piece of music he’d recorded; that earlier piece was the subject of a post here titled “Generative Experiment.”

Vance’s Bloom-derived piece (MP3) is quite different than Nobles’ — perhaps more “Apollo” than Thursday Afternoon, to use two Eno recordings as reference points.

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I asked Vance to provide some background on how the piece came together. He wrote back as follows:

Background — Mike Mayfield started the Liteworks project as a outlet to explore more minimal ambient music using vintage electronics after working in more uptempo bands like Electrical Spectacle and the Buttons. Since he’d also played with us in various incarnations of Chef Menteur from time to time, he asked me to join him to recreate some of the music in a live setting. (For the actual live show back Jan 2009 we were joined by Mike from Belong and Joey from the Buttons.)

Since then the two of us have gotten together very sporadically to work on kosmiche-inspired sounds. A few months back we got together to make ambient music for an Aquarium Blu-ray disc, that I also was contracted to develop the iPhone app for. (I think you’ll really dig that app, by the way, and it should be up any day now…)

We were getting together for 2 days last week to record some new pieces Mike had made demos for when you asked about Bloom; I’d played around with it a while back when we were doing Liteworks live rehearsals and it sounded really nice through the Electro-Harmonix Stereo Memory Man (new digital model) that I regretted not trying it again; I’d often thought of using it for a background drone and trying some guitar over it. So I asked Mike if it would be OK if we tried to improvise over a Bloom drone and he said sure!

Mike was playing a Casiotone ct-410v and a Roland Juno-60 synth, as well as a Roland CR-78 drum machine (as heard in “I Can’t Go For That”, and “In the Air Tonight”).

I was playing an Epiphone Riviera with E-bow through a overdrive, delay and/or looping pedal into a ’68 Fender Deluxe Reverb.

I think we had Bloom set to “Freestyle” and let it create the notes, till the end when I added a few as I turned up the delays. I can’t recall which “mood” we had it set to, maybe “Bergamot?”. Plugged in (as above) the EHX SMM2.

The unfortunate hiss was coming mostly from the VOX AC-30 that one channel of the synths, including the iPhone playing Bloom, were plugged into. I actually rolled most of it off, but it still sounds terrible!

More information at backporchrevolution.com.

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