Showing posts with label Abstracts. Show all posts
Showing posts with label Abstracts. Show all posts

Wednesday, July 25, 2012

Lis10er is now available in the App Store

We would like to introduce you our brand new iPhone app called Lis10er (pronounced Listener). It's a binaural audio augmented reality iPhone application that creates an “augmented soundspace”, warping and mixing in realtime the device live microphone with prerecorded imagined sounds and the elaborated version of the real-time input, designed by U.S.O. Project (Matteo Milani, Federico Placidi) and Tue Haste Andersen.

The app is a mobile installation that places the emphasis on the surfaces of the world in which we live. It contains 10 themes: each one is a carefully composed “virtual place”, where the sonic environment is encapsulated and transformed to invent a new reality, mixing "Live" sounds and their relative aural context with designed ones. 


How It Works

Step 1: To get started you only need the earphones or any other external headset with microphone.

Step 2: With the wet/dry slider you can blend the amount of the input source with the processed output.

Step 3: Swipe left and right to switch among 10 themes.



Compatible with iPhone 3GS, iPhone 4, iPhone 4S. Requires iOS 5.0 or later.


What’s in the next versions:
  • New Themes
  • Non linear selection and crossfading between Themes
  • Background recording
  • iTunes file transfer
  • Soundcloud integration
  • Support for iPhone’s built-in microphone

Thursday, July 28, 2011

Hologram Room - vol.1 [USO001]

24-bit/48kHz Royalty-free Sound Design Collection


Hologram Room - vol.1 by usoproject

Hologram Room is the first bundle of the abstract Sound Design Collection produced by sound designers and composers Matteo Milani and Federico Placidi (aka U.S.O. Project).

These two gigabytes of “ready to use” original sound elements are designed to help you sweetening and enhancing your sound production. The whole library is organized in eight main folders: Active Drones, Alarms, Blips, Buttons, Communications, Ignitions, Telemetries, Transitions. It provides a selection of out of this world drones and ambiences, futuristic sound effects and electronic tools.

We have been spending hours composing, editing, mixing these categories in Symbolic Sound Corporation Kyma and Avid Pro Tools. All of the audio files have been embedded with metadata for detailed and accurate searches in your asset management software.

A note about the mastering: the library has not been peak normalized, but loudness normalized, based on the recommendation by the European Broadcast Union. What does it mean? During the audition of your samples, they will have the same loudness level when played through monitors.

This work has been made possible by the aid of LevelOne, a program developed by Grimm Audio.
EBU TECHNICAL provides all kinds of information about the EBU R128 loudness recommendation. The official R128 documents and guidelines can be found online, as well as introduction papers and videos.


Here is what you get in "Hologram Room - vol.1":
  • Folders:
    • Active Drones (81 items)
    • Alarms (26 items)
    • Blips (52 items)
    • Buttons (62 items)
    • Communications (18 items)
    • Ignitions (34 items)
    • Telemetries (35 items)
    • Transitions (123 items)
  • Tab-delimited file (.txt)
  • Excel spreadsheet (.xls)
  • License Agreement (.pdf)
  • Artwork (.jpg)

Audio Format: Broadcast Wave Files (.wav)
Sample Rate: 48 kHz
Bit Depth: 24-bit
Size: 1.87 GB
Download size is 1.23 GB (compressed .rar archive)

Available on www.unidentifiedsoundobject.com

Monday, March 02, 2009

Brian Eno: a painter in sound

Brian Eno as composer and visual artist. Brian Eno as arts experimenter with his "all-round" vision, the interdisciplinarity, the meeting and integration between different arts. Brian Eno as a thinker of the future. The example being his involvement in the Foundation of the Long Present, an cultural institution born to promote and spread long-term thinking "slower/better", while facing today's mentality of "faster/cheaper".
An artist who has always observed the world with his installations, and represent it with his meticoulous orchestration of lights and sound layers intertwined to create an unique experience, to become integral part of a place, a space. "Mind places that you can immerse yourself in".

The following talk was given by Brian Eno at the inauguration of the 258° Academic Year of the Accademia di Belle Arti (Venice).


Brian Eno on education and politics


Many years ago, during the time of Margaret Thatcher - who is our version of Silvio Berlusconi - the government kept reducing the money for the art schools, because they thought: "Artists aren't important, science, technology and defense, those are important." What they were really doing is saying: "We stop thinking about the future." And they kept cutting money for the art schools. What that story really means is that the governments don't take us seriously, they don't understand what the use of art is, what the purpose, what the function is.
It's true, but I think however that the real justification is of a different nature and has to do with imagination. There's one thing that distinguishes humans from all of the other creatures on the planet and as far as we know is unique to human beings in the all universe. That is our ability to imagine. What makes humans different from everything else that we know is that we can imagine a future that doesn't yet exist. So we can constantly make new realities in our minds. And then we can live in those realities, we can experience them. We call that a "gift of imagination". When a society loses its respect for this gift, that society has stopped developing, stop progressing. Whenever you see a government doing this, you see the beginning of the end of society. The active imagination is the thing that makes us human and makes us capable of thinking of a better future, thinking of the world in a new different way.

So I helped to make the study of the value of art schools. Of course people who come out of art schools don't only become painters or sculptors, they became graphic designers, textile designers, product designers, industrial designers. They became teachers, musicians - very often the case in England. There are all sort of people that come out of art schools. And I calculated that, as system of education, the art school is probably more efficient then any other in terms of creating income in a country. In economic terms, you can justify the existence of institutions like the Accademia di Belle Arti di Venezia.
What it requires is for you to stop trying to convince the population and the government in particular of why this is important. You can't just say: "Well, Venice has always been a wonderful place where the arts were developed. You have to do it in term of the future. You have to say: "For the future of our imagination to be secured, we need to support places like this. This is not only a 258 years tradition, it's actually a hope for how we can think in the future. You have to present that argument, a government isn't going to present it, nobody else would do it.


Brian Eno on his hybrid areas


I started my life as a painter. Like most english people who studied painting, fine arts and art history, I joined a band (Roxy Music). This is what english art schools really exist for, to create pop musicians (laugh), but that's a secret, most people who work in the art schools don't know(!). I didn't leave the experience of painting, which was probably always my biggest inspiration, I was more interested in painting, I suppose, than music. Gradually, I started making a kind of music that was more and more like painting. I made a very still kind of music, which I imagined being experienced in a way you experience painting. Then, in the late seventies, I started experimenting with video and light and I used that technology to make a very still kind of video, a kind of video more like music than like pictures. I have a chance to say thank you to Gabriella Cardazzo, who gave me my first serious exhibition of that work here in Venice. So I have a long history with Venice, I had several shows of that work here. What I ended up doing was working in a some kind of new medium which is halfway between music and picture making.
I continue to do that to this day. I teach sometimes in London at the Royal College of Art. There was one little department called the department of 'Illustration'. When computers appeared, they went into this department. Suddenly it started getting bigger and bigger. And then was called the department of 'Communication' and actually now has hundreds and hundreds of students, it's by far the biggest dept. in Royal College. The reason it is so big is because anyone who's doing anything that doesn't fall into the category of painting, sculpture, art history or industrial design, ends up in this department. It keeps growing. Communications is really just a word to cover everything else. And everything else is what I teach now. Everything else is what I do, really. One of the things you have to be careful about when you are trying to set up a course, is not to make boundaries that are too strict, because if you do, somebody else will just set up another course and will call it something like the department of Communication and you'll lose your best students.


Brian Eno on art and technology


I work, in one of my lives, as a record producer. That means I work with some of the best musicians alive, who are people like oil painters, people who know how to use quite traditional instruments: guitars, drums, bass guitars, violins and so on. I work in the same room with some of the most sophisticated computers in existence. I'm very aware of the possibilities of each of them.
The musicians can't replace the computers, the computers can't replace the musicians. They do different jobs. The two things will coexist quite happily. One of the things that's very interesting, over the last 35 years I've been working in recording studios, is the expansion of possibilities with computers and recording technology. I would say they double every year. So every year there's twice as many things that you can do with technology. There's an interesting effect of this, which is having many possibilities available to you. Imagine if you have a guitar with not just one switch that gives you three positions - which is what most electric guitars do, but a thousand switches, each of which gave you a thousand positions. You will spend most of your time on that guitar not playing the guitar, but exploring the switches. This is what often happens with technology, people spend very long time just trying to learn what is available to them and not very much time learning what they can do with it. So people have traditional instruments with a very limited set of physical possibilities, which means that they spend a lot more of their time exploring emotional possibilities.
Given billions of options, where do I start with computers? There's too much to do. One of the things I found I'm doing when I work with bands, is that I'm a lot of the time trying to cut away possibilities to say: "We won't do any of this, we won't do any of that." Now, what's left? I'm trying to make small enough space for people to be able to makes proper decisions in.
Options mean the number of choices you have available to you. It's very difficult to have a relationship with an absolutely unlimited set of possibilities. It would be like having a friend who behaves like an entirely different person each time you meet him. With limited instruments you can understand their restrictions and develop your relationship with them. The reason we still listen to people who play those instruments is that we respect their relationship and we gain something from it. This is the same with traditional visual art tools.


Brian Eno on 20th century

I was thinking about recording. Music had a huge breakthrough in the 20th century, the invention of the recording studio, which was as big as the 18th century breakthrough: the invention of the orchestra. It made an entirely new art form, just as the invention of film made a new art form. Before, there was theatre and the people started taking pictures of the theatre. But very quickly people realized that you can do original things with film: to change time quickly, to change scale, to have different points of view, all the things that we now accept as part of movies. Now movies are an art form and theatre is another art form. Of course they crossover with one another. Some of the skills that an actor needs are common to both of those jobs.
In music we still pretend to have the same name for people sitting in a hall playing instruments. It is the same as what happened in the recording studios, isn't it? We've got an entirely new art form called recording. There's always new art forms being involved, they continue with the old ones and very often they start as a little modification of the old form. With music we haven't made the jump yet, we shouldn't call this music anymore, we should give it another name, we should accept that is requires different skills, different people, different ways of listening, different understandings. So I don't think anything ever gets lost, good ideas never go away, new ones just keep getting added. New things just come along. In the 'digital' world, we are in a kind of tropical situation in terms of ideas. In the tropics new lifeforms constantly come into being: some of them are successful and take a huge expansion on the Earth, others exist for a short time and turn in something else. With art, new possibilities always come up, some of them will turn into a very big important future, some always remain as little niches (I think video-art may be one of those, to be provocative).

Related Post: Brian Eno at the opening of the 258° academic year of the Accademia di Belle Arti

[italian adaptation - via Digicult]

Sunday, February 15, 2009

Brian Eno at the opening of the 258° academic year of the Accademia di Belle Arti (Venice)

Accademia di Belle Arti - Venezia: Year 258

On Monday 16th February at 11 am, the inauguration of the Academic Year of the oldest institution of high culture operating in the city will take place. It was born in 1750 from the will of the Serenissima Republic, while the University was rooted in Padua.
The ceremony will take place in the auditorium of San Servolo where the Academy has transferred, for lack of space in the headquarters of the (Former Hospital of) Incurabili, part of its teachings, in particular the subjects of the New Technologies in Art.
It is precisely for this reason that to hold the opening "lectio magistralis", was invited Brian Eno, self defined musician-not-musician, with a degree in Fine Arts in England taken in 1969. Devoting himself to music, Eno invented in the mid-70s, the "ambient music", this way theorizing a new way to make and enjoy music, while collaborating with, among others, U2, David Bowie, Talking Heads, John Cale, Laurie Anderson.
Poli-instrumentalist, sculptor, painter but especially a video experimenter combining images and sound, Eno creates alternative environments in which the audience can immerse themselves completely.
By visiting the laboratories of the multimedia laboratories of the Academy of Fine Arts of San Servolo, the audience will have access to a "sound environment" that evokes the process of demolition of reality theorized and applied by Eno.
A preview of "Imaginary Landscapes, a film on Brian Eno", the work that Duncand Ward and Gabriella Cardazzo have dedicated to him in 1989, has been presented in its entirety on Thursday February 12th, with the introduction by Gabriella Cardazzo in the headquarters of the Incurabili, along with Eno's video "Mistaken memories of mediaeval Manhattan" (1980-81).


[Brian Eno on his exhibition, Constellations | 77 Million Paintings]

[coming next: "77 Million Paintings" manifests itself as "PRESENTISM: Time And Space In The Long Now" at Palazzo Ruspoli in Rome | 20th February to 10th March]

UPDATE:

Brian Eno said the sort of Future proposed by Marinetti has had its day. "The kind of modernism the Futurists endorsed was sort of: smash the past, build the future and it's going to be rough."

"It very much fitted with ideas that were going around at that time in the century, and of course it had this very progressivist idea which then infected and was infected by what was going on in the rest of culture: the idea that we had to rebuild the world from scratch."

Eno's installation, in an ancient palace on Via del Corso, is at the polar extreme from the noisy, hyper-active, self-assertive art of the Futurists. "People enter a darkish room which has music coming from many different sources," he said.

"There are several large plasma screens on the wall and those form a continually changing, slowly moving painting; basically, a very complicated, extremely rich, coloured abstract picture. The important part about the motion on the screens is that it's very, very slow. It flies in the face of the Hollywood idea that people need more and more stimulation, that they have increasingly short attention spans.

"I'm absolutely convinced that that's the diametrical opposite of what's true... People who come to the shows say, 'I wish there was one of these in the city all the time.' And it makes me realise that there are things that people traditionally do – like go to church or sit in parks or daydream – which have become harder to do...

"So when people find a place where they can do that, they are pretty excited."

[via independent.co.uk]

Information:
[accademiavenezia.it]
[artspace.it]
[fondazionememmo.com]

Saturday, November 08, 2008

Kim Cascone: the grain of the auditory field

Kim Cascone on diffusing field recordings outside of a performance space:

[...] Everyday auditory fields are complex aggregations, pools of sound, local and asynchronous interlocking fields of cyclic patterns; loosely intersecting, meshing and mixing into a contiguous background. The local habits and routines of people fuse into a rhythmic din, a tapestry woven from minute activities. Sounds are shaped into a seemingly random structure; we hear but don't listen to it.

[...] Each smaller zone of noise forms an aural or auditory field that we circumscribe with a perceptual horizon. If we were able to zoom out and see an acoustic map we would see many smaller fields intersecting with one another. There are no acoustic walls or boundaries in an open space. We store these structures as acoustic mementos or snapshots in time.

[...] This led to the idea of creating a new field in an existing field by diffusing sounds already present or by adding new unexpected sounds. By using an array of speakers placed in strategic positions within a field one could diffuse sounds and move them in space.

[...] One solution would be to borrow from the practice of acousmatic diffusion and diminish the role of the artist by physically locating them somewhere where they wouldn't be visible. Another way to prevent bracketing is to not announce it as an event with a location and start time. This way the people who visit the space would be in their usual non-linear listening mode for that environment and receive any sounds heard as being part of the soundscape.

[...] If the growing movement of field recording makes its focus the sublimity of the auditory field then work needs to progress on not falling into formulaic formats because they are standard and easy to interface with. If field recording is to escape the ghetto of sound souvenir or audio puzzle then break the habits which end up relying on technology to make it interesting.
Auditory fields are not music and by trying to present them as such we end up depleting them of their grain and deadening their soul, leaving little of value to share with the listener.

[excerpts from ‘the grain of the auditory field’ - pdf - by Kim Cascone]

Field diffusion


[via kitchenbudapest]

Wednesday, October 15, 2008

SoundDroid pt.1: the Timeline

Here's the organized output of my researches about the early days of the digital audio workstations. You can track the sources at the end of each excerpts.

Before Skywalker Sound there was Lucasfilm's Sprocket Systems, which opened in 1979 at 321 San Anselmo Avenue in San Anselmo. Film editors worked upstairs on "Raiders of the Lost Ark" and "The Empire Strikes Back" while sound editors downstairs worked on "Alien" and "E.T." Kentfield resident Pat Walsh, discovered while shopping at Seawood Photo, provided the voice for the loveable alien, with the help of actress Debra Winger. Sprocket's parking lot was also notable: It's where Harrison Ford practiced snapping a bullwhip for his role in "Raiders." Sprocket's work on "The Return of the Jedi" came to a halt when the Flood of 1982 ruined equipment. The division moved to Lucafilm's Kerner complex in March of that year.

At the peak of San Anselmo's post-production era, another space was rented on Tunstead Avenue to house Lucasfilm's new Computer Division, located initially on Bank Street. The division would move to the Industrial Light and Magic complex in San Rafael before it was spun off in 1986, relocated to Point Richmond, and became what it is today, the Oscar-winning Pixar Animation Studios.

[sananselmohistory.org]

In 1984, Lucasfilm and Convergence Corp. formed The Droid Works, and under the leadership of James A. Moorer, showed its SoundDroid workstation at NAB in 1985. The product was years ahead of its time and too expensive for the typical studio.

[mixonline.com]

The ASP hardware–based audio processor, designed by Andy Moorer after his work on the legendary Hydra at Stanford's CCRMA, was a proof of concept for what is now considered a digital audio workstation. The ASP's design started life in 1980 and was designed for real–time, multichannel EQ and mixing. SoundDroid, an in–house project of Lucasfilm's Ltd.'s Sprocket Systems that was later spun off as part of The Droid Works, was a hard disk–based, non–linear, 2nd generation digital audio workstation that leveraged the research done on the ASP. Though the SoundDroid project was never commercialized and The Droid Works was later sold to Avid, the audio development team went on to first create the NoNOISE restoration system in 1987, hosted on a Motorola–powered SUN 1, the first true computer "workstation," which had been developed in cooperation with Lucasfilm.

[sonicstudio.com]

The landmark invention of the horizontal timeline for the EditDroid and visible sound waveforms in the SoundDroid, "soft" mixing functions, a "spotting" system for searching sound effects libraries and digital signal processing and noise reduction for the SoundDroid were even bigger milestones.

[editorsguild.com]

The big guys like Lucas had the Sound Droid, which not only edited audio to picture, but performed noise reduction for noisey film sound tracks. I approached Andy Moorer about licensing the noise reduction software to clean up old masters for record companies. CDs were still new, and the record companies did not yet realize the value of their old catalogs (and I am finding out that they still don't). Andy Moorer and Bob Doris went on to form Sonic Solutions and offer No-Noise software that runs on a Mac based DSP card. The rest is history.

[rogernichols.com]

------------------------

George Lucas in his own words:

In the days when punch-in recording and high-speed rewind were on the leading edge, you went from being a user to becoming involved in the development of high technology, such as the EditDroid and SoundDroid systems in the early '80s. Could you talk about that transition?
I started putting together a computer division right after Star Wars and as one of the centerpieces of that division, I wanted to build a new [picture] editing system that was nonlinear and disk-based. It was not done like the CMX and other systems that were out at that time, which were simply designed around the offline/online [tape-based] television post process. I wanted to build something that actually included and focused on the art of editing as I learned it in school. When we did the SoundDroid, one of the things we included was the ability to see the striations [waveforms] of everything just like an optical track so that we could use some of the advantages that optical cutting had. You can see where the words are and see where the sounds are and cut accordingly, which a lot of the older editors really thought was great.

How about the transition to actually manufacturing EditDroid and SoundDroid?

When we were about to go to the next level, I realized I didn't want to be in the hardware business and run a company that built machines and things. We decided to sell EditDroid to Avid and have its ideas incorporated into the Media Composer [picture editing system]. I was very focused on wanting to have an integrated sound system so that the sound editing and the picture editing could be integrated. Unfortunately, I'm still fighting that fight.
[Larry Blake via mixonline.com]
more soon! MM
P.S. Sam shows you his love for Skywalker Sound @ skywalkersound.blogspot.com, it's an unofficial blog and it's not formally related to Skywalker Sound (or LucasFilm) in any way.

Saturday, May 03, 2008

Applet: Cinematic Particles


Short description

Film dialog, taken from subtitle files, defines movement and appearance of particles that leave traces on the screen. Smoky watercolor drawings emerge from each movies individual frequency of spoken words and their letters.

How it works

Several particles move across the screen according to their individual acceleration and velocity values. Each particle is fed a letter of the current displayed movie dialog. The amount of active particles is defined by the amount of letters in the subtitle line. The letter influences the particles movement dynamics by adjusting the acceleration value into a calculated direction and changes its size by defining a growing or shrinking rate. Lowercase consonant letters are relocated to the position of the word's starting letter, while lowercase vocal letters bend their path towards the direction of the word's starting letter.

This fixed set of conditions lacks random actions and therefore causes the exact same drawing if run twice. Yet the applet allows the user to manipulate the drawing by either stopping the dialog replay or changing the playing speed. By hitting the pause button, the movie stops and the particles remain with the letter the have been fed right before. This allows the particles to follow their initiated pathways without constantly changing pace and direction.

Movies that are defined by rapid successions of spoken dialog produce drawings that consist mostly of black ink blobs that grow together, as the particles are constantly reset with new parameters. Movies that show long silent pauses between scenes gives particles more time to produce long lines and curves. By altering the replay speed of the movie, size and dynamic of the emerging drawings can be controlled.

Results

Blade Runner (1982) :

Thursday, April 24, 2008

Subatomic Pop: Composing an Electronic Symphony

Joshua Davis: a listening session with Curtis Roads

"...I'm listening to that piece at his home studio in Santa Barbara, California. A dense wall of sound reverberates from a pair of $8,000 Bowers & Wilkins speakers. Roads shakes his head sadly — it just doesn't sound right to him. At this point the only thing he's sure of is the track's title: 1987, the year he started to compose it."

Read the full article here.

[via wired.com]

Tuesday, November 20, 2007

The Multiplicity of Noise

The advent of audio recording and playback technologies greatly facilitated the increased use of noise as a compositional element in the 20th century. As this phenomenon progressed, the idea of noise itself began to rupture into multiple strings of conceptions and possibilities. In this paper, Abe Straus show some of the ways that noise has been used as an element of modern audio composition. This is accomplished through discussions of works by Pierre Schaeffer, John Cage, Brian Eno, John Zorn, and Merzbow. Though all of these works are radically different, they all make use of noise to accomplish their goal. As noise compositions, these works illustrate the multiplicity and plasticity inherent in the concept of noise.

[download the pdf]
[via Digital Sound Cultures]

Thursday, April 26, 2007

Talk: Metaphor in Mathematics & Sound

Composers have always drawn inspiration from mathematical ideas and 21st century composers make extensive use of mathematical tools in their work. More interesting, though, are the similarities in musical and mathematical thinking. Mathematicians and composers make use of many of the same metaphors as tools for nonverbal reasoning, communication, discovery, and creation.

Carla Scaletti

[Slides from Metaphor in Mathematics and Sound]