Max/MSP for Beginners Workshop

Audio/Video Sequencing for Artists 01/30/2008 4-7pm Shaffer 018

Max/MSP for Beginners Workshop

If you want me to travel to your locale and teach a similar workshop, email me directly at steveblue at gmail dot com and I will respond.

Max/MSP is a graphical environment for creating and manipulating audio, video, and multimedia with a computer. The tutorial will be taught from the perspective of an artist. If you have never programmed anything before, don’t be scared! We will cover basic patching (programming) in Max, MSP audio objects, Jitter video objects, demo motion tracking and using external controllers (like a Wii Remote), and learn how to use the online documentation to our advantage. Students are encouraged to bring a laptop for hands on training, but a laptop is not necessary. Check out the Cycling ’74 website for more information about Max/MSP and download the 30 Day Trial of Max/MSP and Jitter here.  

Telepresence

PDF Version

The prefix tele- has been overused throughout the 20th century to mean “at a distance”. Categorically, tele is the prefix for any communication medium we are so accustomed to using. The telescope was possibly the first instrument used for vision across distances. The telephone is for speaking at a distance, the television was originally (and still is) used for live vision at a distance. These instruments of telecommunication serve to transmit signals and symbols either through electrical signals or the magnification of light through a lens. A message travels from the source through a medium and is reproduced as a sign/symbol at the other end. That is, the viewer merely sees and hears the representation of objects through a limited field. Modern telecommunications replace and extend physical reality through virtualization.

Walter Benjamin notices this phenomenon in his landmark essay “The Work of Art in the Age of Mechanical Reproduction”, as he writes “Even the most perfect reproduction of a work of art is lacking in one element: its presence in time and space, its unique existence at the place where it happens to be” (qtd. in Harrison & Wood 521). Benjamin goes on to define this unique presence as the object’s “aura”. Most telecommunication technologies undermine this notion of aura in an object. You do not hear the genuine voice of the person speaking into the telephone, but an approximation of that voice heard from a speaker. In the telephone, this reproduction of the human voice is now the electrical murmuring of technology. Similarly, the image of Saturn seen through an astronomical telescope is not the real thing, but a modifiable reproduction (or symbol) of the night sky.

Is there anything to say about an original work of art anymore? I must travel to the Philadelphia Museum of Art to stand before ‘The Bride Stripped Bare By Her Bachelors, Even’ by Marcel Duchamp. Whole volumes have been written about the complexity of this one work of art, many scholars have stumbled to understand it’s meaning. Yet, the photographs or descriptions in books can not live up to the original’s brilliance. This phenomenon of the scale is most often exemplified by the public’s idea of how large the famous painting by Leonardo, ‘The Mona Lisa’, actually is. ‘The Mona Lisa’ may be the most reproduced image in the world, but ask anyone on the street how large the original is and they will probably guess the size incorrectly.

Most communication mediums, be it a painting or the telephone utilize two human senses: the visual and the auditory. Most reproduction techniques are familiar either with one or the other sense, or both in the case of cinema and video.

There is one form of telecommunication that can possibly be set aside from the rest: the telegraph. In his description of the History, Theory & Construction of the “Electric Telegraph”, Prof. Tom Perra remarks:

After the discovery of electricity, wires were stretched from one point to another and an electric current was either allowed to flow through the wires or broken by a switch called a telegraph key. The electric current was first used to make marks on a paper tape and later, it was used activate a “sounder” which made clicking sounds. The short and long times between the clicks could be decoded into letters from the alphabet (par. 2).

The sender transmitting the message in morse code must strike the telegraph at precise intervals, these strikes travel through a wire and produce a physical response at the receiving end (similar to the action at the source). The person who strikes the telegraph is remotely producing an action at the receiving end, the person is telepresent. This is precisely what separates the telegraph from other telecommunication technologies in the 20th century. The sense of touch is the primary conduit for communication. Lev Manovich defines what he calls “teleaction” as, “representational technologies used to enable action, that is, to allow the viewer to manipulate reality through representations” (165). The precursor of the telephone and television was interested most in the tactile sensation over distance. There are several interactions between individuals and technology that can be labeled as telepresence.

When someone types the address http://www.google.com into a web browser, he has begun communicating with the servers that host Google. When anyone “surfs the web”, they initiate communication from their computer to a remote server. A server is basically a computer designed to host a website. A server is designed to allow incoming and outgoing communications on a large scale, it is essentially a replacement for switchboard operators of the bygone telephone era. When anyone enters information into a form on a website, that information is stored in a database on a remote server. In effect, that user has remotely changed aspects of that server from a distance by manipulating the information in the database. This is primarily a telepresent modification of text.

A potentially more revealing act of telepresence on the Internet is found in the use of controllable webcams. Through a Java applet, a user controls a 360 degree dome closed circuit camera device. One such device can be found at the County of Yuma, Arizona’s website: http://www.yuma77.tv/webcam/index2.html. A list of presets allows the novice to lock onto specific points of interest in the video frame: a thermometer, the traffic on Interstate 8, the marquee of the town cinema. The more experienced user can utilize sliders found alongside the horizontal and vertical axis of the video frame. These sliders will adjust the appropriate angle for the lens of the video camera. If more than one online participant wants to control the webcam, they are placed in a queue.

The controllable webcam is a robotic extension of the user’s touch. The user now has a physical extension beyond immediate reality via electrical conduit and robotic prosthesis. Some webcams feature microphones, allowing for the integration and virtual replacement-extension of three human senses. This level of controllable surveillance is a considered to be a suitable replacement for actual reality. Controllable webcams can also be utilized to anticipate the conditions of a scene before arrival. This method of predilection was once thought impossible (or relatively primitive through the use of maps), a portal to another place and time often fantasized in science fiction.

The telepresent control of robotic devices via real-time video feed presents an interesting tear in the fabric of traditional space-time relationships. Paul Virilio details this phenomenon in his text “The Vision Machine”:

The three tenses of decisive action, past, present and future, have been surreptitiously replaced by two tenses, real time and delayed time, the future have disappeared meanwhile in computer programming, and on the other hand, in the corruption of this so-called ‘real’ time which simultaneously contains both a bit of the present and a bit of the immediate future (66).

The sociocultural sense of time is completely eroded by the transmission of real time video over distance. This puncture in the metaphysical concepts of space-time is fundamentally altering our concepts of what Virilio calls the “actual-virtual”. Distance is completely erased, making the reach of humanity seemingly infinite. Suddenly the interest lies not in the actual thing, but in the representation of the actual. Benjamin’s aura of physical objects is replaced by a reproduction that is becoming all too real.

An adventure into the high tech of remote controllable robotics leads us to NASA’s Mars Exploration Rover Mission.
Sent from the scientists and engineers on Earth, the command sequence tells the rover what targets to go to and what science experiments to perform on Mars.

The rover is expected to move over a given distance, precisely position itself with respect to a target, and deploy its instruments to take close-up pictures and analyze the minerals or elements of rocks and soil (“Mission”, par. 3).

Telepresence allows scientists to reach beyond the confines of Earth’s atmosphere. This is particularly significant from previous examples since the environment under investigation is completely foreign to human reality. Geologists must rely on the synthetic instruments on the robotic rover to ascertain the composition of rocks and minerals on the surface of Mars. There is a strict dependence on the technological confines of the robotic instrumentation. This research at such an astronomical distance can be interrupted by events of cosmic proportions, such as Mars’ orbit taking the planet behind the Sun. This amount of electromagnetic radiation will sever communications for an interval with the Mars Orbiter, and in turn, the rovers. “The rovers can only transmit direct-to-Earth for at most three hours a day due to power and thermal limitations, even though Earth may be in view much longer” (“Communications With Earth”, par. 1). Even though communication between scientists on Earth and the rovers occurs at substantially long intervals, the rovers travel and analyze scientific data over vast distances. Real-time influence is not necessary for telepresence to occur.

One example of a telepresent art piece is found in Rafael Lozano-Hemmer’s ‘Vectorial Elevation’, a public arts project for the Zocalo Square in Mexico City during the Millennium Celebrations from December 26, 1999 until January 7, 2000 (Dewdney & Ride, 195). This massive light display utilized eighteen searchlights that were positioned on rooftops around the perimeter of the square. Through an online graphical interface, users could position the lights according to a design they fashioned. “These ‘fingers of light’ made designs that ranged from grids to cathedral-like domes over the city square and which appeared to change with the fluidity of a choreographed performance” (197). The lights were controlled by a user who created the designs via website featuring a 3D Java graphical interface. The user could view the proposed design from any point in the city square from the virtual 3-D representation found in the Java applet. In an interview, Hemmer remarks about how the viewers in the square reacted to the physical actions of the online participants:

The physical response to the way you react with the work affects your perception in an active way. Your body reacts to it and to an extent that is exactly what is happening in ‘Vectorial Elevation’. When you are standing under the canopy of light, the entire field of view overhead is in motion. You feel a sense of motion, you feel a sense of displacement or dynamism, and those feelings are active so there is nothing passive about just contemplating (203).

The online participants actions invigorate the inhabitants of the city square remotely. It is through this process of telepresence that we can seemingly retain, if not amplify Benjamin’s “aura” of objects, that is, the movements of the mouse cursor are amplified and projected through the movement of the 18 searchlights in the city square. This relationship of the actual-virtual is systemically altering the relationships between the individual identity and the social network of the body politic. No longer must a political demonstration be limited to a protest in the city square. Online protesters of the future will hijack the electronic billboards in Times Square remotely, electronically rallying the public who are physically inhabiting the space.

Virilio once wrote, “Just when we were apparently procuring the means to see further and better the unseen of the universe, we were about to lose what little power we had of imagining it” (4). The real time alteration of physical objects over a distance reveals a growing disconnect between human perception and the actual nature of things. Benjamin’s aura of objects is totally diminished as reality suddenly becomes limited to the modifiable signs and symbols in the graphical user interface. Telepresence is the predilection of a future where most human interaction occurs over a digital divide. It has already occurred within the 20th century, where representational technologies striving for realism (photography and cinema) have replaced human interest over the actual physical reality. Perhaps Virilio is correct when he asserts “our society were sinking into the darkness of a voluntary blindness, its will to the digital power finally contaminating the horizon of sight as well as knowledge” (76).

Bibliography

Dewdney, Andrew and Peter Ride. The New Media Handbook. NY, NY: Routledge, 2006.
Harrison, Charles, and Paul Wood, eds. Art in Theory: 1900-2000 An Anthology of Changing Ideas. 2nd ed. Malden, MA: Blackwell, 2003.
Manovich, Lev. The Language of New Media. Cambridge, MA: MIT Press, 2001.
NASA. Mission Timeline: Surface Operations. 07 Nov. 2007 <http://marsrovers.nasa.gov/mission/tl_surface_nav.html>.
NASA. Communications with Earth. 07 Nov. 2007 <http://marsrovers.nasa.gov/mission/comm_data.html>.
Perra, Tom. History, Theory, & Construction of the “Electric Telegraph”. 24 Oct. 2007 <http://www.chss.montclair.edu/~pererat/pertel.htm>.
Virilio, Paul. The Vision Machine. Indianapolis: Indiana University Press, 1994.

Photography Exercise #1

Most Americans bow their heads to the ground when they walk down the street. Hardly anyone says “hello” anymore. What are they looking at? Are they inward, outward, upside down in relation to the 19th Century?

Forgotten Footsteps“Untitled #9″ Photography Credit: Stephen Belovarich“Speed Dream″ Photography Credit: Stephen Belovarich“Exercise in Grounding″ Photography Credit: Stephen Belovarich

Click a thumbnail to see the larger version.

Final Cut Pro + DVD Studio Pro Seminars

Final Cut Tutorial Flyer

I will be teaching two seminars in the beginning of November. The first concerning Basic Editing in Final Cut Pro is scheduled for November 6, 2007. The second covers the Basics DVD Creation using DVD Studio Pro and is scheduled for November 13, 2007. Both seminars will take place at Syracuse University in the Computer Art Lab, Shaffer 018 on Tuesdays 4-6 p.m. These courses are for Computer Art Students only.

Final Cut Pro Seminar: November 6, 2007

  • Capturing and Importing Footage
  • Basic Editing Techniques
  • Adding Effects
  • Color Correction Techniques
  • Using Transitions
  • Exporting for DV, DVD, and the Web

DVD Studio Pro Seminar: November 13, 2007

  • MPEG Compression and Preparing Assets
  • How to Create Menus
  • Tracks and Slideshows
  • Interactive Web Content
  • Checking Links and Simulating DVDs
  • Build/Format DVD for Viewing

Paul Virilio and The Vision Machine

In his essay “The Vision Machine”, Paul Virilio addresses the role of technology in shaping the perceptions of man. He continues where Walter Benjamin left off, arguing that spatial distance has been erased by telecommunication. Physical locations meet inside of the screen, where every point on Earth is instantaneously accessible from every other point (Doesn’t that sound like the properties of a Hologram?). The philosopher also argues that the instantaneous nature of the screen destroys human memory. In this work, Virilio prophesies that computer technologies will progress to the point where they will do all the seeing for humankind.

the phatic image – a targeted image that forces you to look and holds your attention – is not only a pure product of photographic and cinematic focusing. More importantly it is the result of an everbrighter illumination, of the intensity of its definition, singling out only specific areas, the context mostly disappearing into a blur (p.14).

The age of dialectic logic is the age of photography and film, or if you like, the frame of the nineteenth century. The age of paradoxical logic begins with the invention of video recording, holography and computer graphics … as though, at the close of the twentieth century, the end of modernity were itself marked by the end of a logic of public representation (p. 63).

The time frequency of light has become a determining factor in the appreciation of phenomena, leaving the spatial frequency of matter for dead. Whence the unheard of possibility of real-time special effects, decoys that do not so much affect the nature of the object – a missile say – as the image of its presence, in the infinitesimal instant in which the virtual and the real are one and the same thing for the sensor or the human observer (p. 71).

Virilio, Paul. (1994). The Vision Machine. London: British Film Institute.

Virilio, Paul. (1994). The Vision Machine. London: British Film Institute.

“Attention Span” Video Sample

Attention Span is a series of video loops to be watched while listening to binaural beats. The combined A/V effect may produce a trance in the viewer. This is a magnification of what may be happening when someone watches television. Download the Brainwave Generator for Windows or Sbagen for Mac/Linux for audio. I apologize, but the audio effect is lost in compression for the web.


Online Videos by Veoh.com

A written description and photographs of “Attention Span” can be found here.

Lev Manovich on “The Language of New Media”

Lev Manovich defines New Media through existing concepts found in cinema theory, art history, literary studies, and computer science in his book The Language of New Media. Manovich includes a website for the reader, with over 300 illustrations of artwork and commercial projects detailed in the book. Concerning the Architecture of the Internet and the Graphical User Interface, especially in regards to hyperlinks, Lev Manovich writes the following:

In short, time became a flat image or a landscape, something to look at or navigate through. If there is a new rhetoric or aesthetic possible here, it may have less to do with the ordering of time by a writer or author, and more with spatial wandering. The hypertext reader is like Robinson Crusoe, walking across the sand, picking up a navigation journal, a rotten fruit, an instrument whose purpose he does not know; leaving imprints that, like computer hyperlinks, follow from one found object to another (p. 78).

Indeed, in contrast to older action-enabling representational technologies, real-time image instruments literally allow us to touch objects over distance, thus making possible their easy destruction as well. The potential aggressiveness of looking turns out to be rather more innocent than the actual aggressiveness of looking turns out to be rather more innocent than the actual aggression of electronically enabled touch (p. 175).

Manovich, Lev. (2001). The Language of New Media. Cambridge, MA. MIT Press.

The Official Website of The Language of New Media.

Lev Manovich’s Site Featuring Illustrations of Major Artwork, Commercial Projects, and Cultural Artifacts Detailed in The Language of New Media.

Manovich, Lev. (2001). The Language of New Media. Cambridge, MA. MIT Press.

William Gibson on Locative Art

William Gibson explains the locative dimensions of computer art practice in Chapter 13 of Spook Country. The main character Hollis interviews Bobby Chombo, a recluse GPS hacker and programmer who never sleeps in the same square of the GPS grid twice. Gibson explores the effects of the 2D screen that shapes mankind’s perceptions and interactions. Gibson’s novel is not so much a work of fiction, but a mirror to the reality that is unfolding with the virtual space of the Internet. Hyperlinks are the foundation of a unilateral and non hierarchical structure for the Architecture of the Internet, similar to the grid created by GPS technologies.

Bobby Chombo to Hollis:

But when you look at blogs, where you’re most likely to find the real info is in the links. It’s contextual, and not only who the blog’s linked to, but who’s linked to the blog (Gibson, 2007, chap. 13).

We’re all doing VR, every time we look at the screen. We have been for decades now. We just do it. We didn’t need the goggles, the gloves… The locative, though, lots of us are already doing it. But you can’t just do the locative with your nervous system. One day, you will. We’ll have internalized the interface. It’ll have evolved to the point where we forget about it (Gibson, 2007, chap. 13).

Spook Country

Gibson, William. (2007). Spook Country. London: Penguin Group.

Info Hunter/Gatherer Concept

The following is the conceptual premise for Info Hunter/Gatherer, an Interactive Video Wall Steve Belovarich is currently designing using Max/Jitter.

A video screen projects on a vast wall. The projection reflects the space where it is installed, it is a video mirror. Once a person steps close enough to the projection, their reflection fills with textual characters, similar to the aesthetic of ASCII Art. ASCII is the standard set of characters computers use to work with text. The room is dark and the reflection of the people illuminates the space. News Headlines fade into a virtual perspective in the projection. They float about the video wall, revealing the invisible world of the broadcast communication spectrum. Users of the installation pluck news headlines out of the virtual landscape and blend the content of the news story with their reflection. One person sees the headline “Relatives remember ‘open wound’ of 9/11” and then passes their reflection through it on the screen. Their reflection becomes the content of the news story. It reads “Relatives of September 11 victims bowed their heads in silence Tuesday to mark the moments…The dreary skies created a grim backdrop, and a sharp contrast to the clear blue of that morning in 2001.” Installation participants choose which news stories they want read.

The installation captures live news headlines from World and Local News RSS feeds. A hidden camera sees the people in the space and transmits the video to a computer that analyzes movement. The computer mixes the live environment with the virtual news space. This allows the interaction of participant and RSS feed.

“The caveman hunts for food and gathers plants and resources. We hunt for information. We search a topic on Google and find instantaneous gratification with the computer. We go about our mediated day, filtering out information and selecting exactly what we want to read, listen, or watch.” says Steve Belovarich, the artist responsible for Information Hunter/Gatherer. The spear is an extension of the arm. Media is an extension of the participant’s nervous system in the installation, a concept borrowed from Media Theorist Marshall McLuhan. The current mass media model is a one way spectacle for communication. The news serves to shape and control the bodily and cultural understanding of American citizens. Information Hunter/Gatherer is an environment where people can reflect upon their relationship with mass media.

“Attention Span” @ Spark Meet & Greet

“Attention Span” Steve Belovarich (2007)

Video explodes into a frenzy of feedback loops and bright colors. Sparks hurl toward the glass, as if they are stuck to the interior of the video monitor. The explosion is perpetual. Headphones are attached to the computer, so viewers listen to a slow movement of pink noise and sinusoidal waveforms that are designed to produce Delta brainwaves. Delta brainwaves are produced by the human brain during REM sleep. An obsolete computer jitters the video and skips the audio, leaving the viewer with a sense of frustration with the piece.

“Attention Span” Steve Belovarich (2007)

Television watchers are unwitting participants in an exercise of brainwashing. The TV viewer is trapped inside the narrative. The watcher becomes anxious whenever video is not replicated from a bell shaped plot formula. Numerous studies have shown ADHD and possibly Autism is linked to heavy TV watching in infants and toddlers. The 2 second cut warps the viewer’s perceptions in everyday life.

“Attention Span” Steve Belovarich (2007)

“Attention Span” is on display at The Spark Contemporary Art Space. This project is part of the 2nd Annual Syracuse University MFA Invitational and Th3: The Third Thursday, September 20th, 2007. Spark Art Space is located on the corner of E. Fayette and S. Crouse Ave.