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underlying idea for this generative system was elicit, an overall
complex behaviour from a very simple mechanical process. This was
drawn on ideas from artificial life in which complexity results
from interactions between simple behaviours and processes. Rather
than using a hidden rule system, I wanted to simplify the process
so that it is shown and easily understood, thus the viewer can
understand how these complex movements arise. Rather than using
an idea based on ruled systems and simple logic, I chose to use
a simple mechanical metaphor, something that could be physically
created. Then I wished to allow some small level of interaction
with the system, but in a simple manner, so users are able to see
and hear how the overall behaviour changes both visually and sonically.
Thus drawing on a parallel to our everyday actions, in which the
collective interactions of many simple things we do, can have consequences
which we could not predict nor begin to model in our minds. This
music machine used simple mechanical-like processes, which through
their interconnectedness created more complex spatio-dynamic behaviours.
This basic process is a square moving along its connection between
two other squares. Behavioural and spatial-data of certain squares
is used to control some aspects of the sound and music generators.
The actual generator’s algorithms were intentionally kept
simple so that any complexity with the sound would be the direct
result of the complexity in changes of data. This provides an integration
of process, sound and its visual representation.
The machine is also exploring how a commercial, general midi tone-generator
(Yamaha MU128) is pushed to extremes as to create sounds not normally
associated with it. It does this by flooding the MU128 with lots
of system-exclusive data. This is a kind a granular synthesis technique
but using short midi notes, and continually altering the timbral
quality of the grains with filter, envelope and effect changes.
Once networks are created and moving, it is possible to engage
with the sound generation by simply re-positioning the squares,
which due to their interconnectedness will amplify this change
- as they may alter the movement and position of other squares
affecting the generators. Or, you may alter it's speed of movement,
create a network or mutate a network. Again with this work, once
the system is operating, you can switch from being a passive receiver
of what is generated, to an active participant.
I also had a simple visual mode in which traces, echoes and ripples
of the movements were animated instead of the main control interface.
This produced simple graphics very like early 60's computer generated
work.
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