Sounding the Net: Interview with Jason Freeman |
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Peter Traub: In N.A.G., the sounds that come off the Gnutella network are not altered or affected much except for looping and time/pitch shifting (i.e., no comb filters or other electro-acousticky type effects). In having the application create this chaotic collage, what were the salient features of the found sounds that you wanted to come through?
Jason Freeman: Part of my motivation in writing N.A.G. was in exploring the serendipity of the search process -- the pleasure of accidental discovery and juxtaposition. You search for "madonna" and end up not only with "Borderline," but also with "Lady Madonna." You search for "beethoven" and end up not only with Beethoven's 5th, but also with a techno remix of it. You search for "solitude" and get a strange mix of duke ellington and the soothing sounds of the ocean.
As for the second part of your question, I don't think it pushes artists in this direction, but it does perhaps encourage artists who are already predisposed to this direction. One way of thinking about the chance crossings / serendipity / whatever is as constructing a network which connects disparate content together by mere virtue of juxtaposition. That network of associations doesn't need to exist on a computer network, for sure, but when computer networks offer huge databases of pre-existing content, it provides a great environment in which to do such things. Users can visually follow these connections through the GUI, but I wanted them to be able to clearly hear them as well. So the processing is minimal in order to facilitate that; material is cut up and layered, but not changed enough to disguise its source.
In terms of the audio, I would have loved to add an option to phase vocode the music instead of just changing the playback speed, but again, CPU usage was a problem, and this was also tricky to do in the technical environment I'd chosen (Quicktime for Java). The phase vocoding might have helped keep source material more recognizable by keeping its pitch constant while stretching or compressing it in time.
JF: Hmmm...the examples I gave before with N.A.G. are really more about pushing against the limits of CPUs than of networks, and as such may be less relevant to your article. But the first thing that comes to mind with your question is latency. It's certainly something we had to deal with in Auracle, and most real-time online works have to deal with it in some way or another. I'm hesitant to say that it contributes to a certain aesthetic, because there are so many different ways to deal with latency. In Auracle, we try to spread out user gestures to minimize their overlap, since it's impossible for users to synchronize their gestures with each other. In WebDrum (Phil Burk) and DaisyPhone (Bryan-Kinns), a loop proceeds according to an internal clock, with user modifications processed as soon as they are received -- so latency does not "disrupt" musical time. Or in many live multi-side performance works like The Technophobe and the Madman, there is deliberately no sense of common meter, so that latency will not cause tremendous problems. What I'm trying to say is that what relates these works to each other is a common problem, not a common solution. If you are writing for orchestra these days, you must account for extremely limited rehearsal time in your writing. If you are writing for a brass quintet performing in a hall with a 27-second reverberation time, you must account for that in your writing. And if you are writing a networked piece, you must account for latency in your writing. But there are an endless variety of creative ways to do so. The other thing that I wanted to make salient was the relative download speeds of each file. N.A.G. always skips ahead in sound files that are downloading quickly to keep pace with the download rate. Users can also enable looping (so that file(s) loop when no new data is downloaded) and speed changes (so that the playback speed of a file varies with respect to download rate) -- all in order to make these varying download rates easier to hear. PT: How did you think about the various intersections of control between you as the composer/programmer and the end user manipulating the choices that you provided them? What do you consider the most important compositional choices you made in developing the piece?
JF: With N.A.G., I wanted to let each user decide how active to be in controlling the software. At one extreme, a user can check a box to have the program create searches by pulling keywords from network traffic, leave all other settings at their defaults, and let the software run unassisted indefinitely. On the other hand, a user can manually select which query results are downloaded and constantly tweak all the parameters available in the GUI.
In a broader context, I guess it gets back to what I was saying last week at UVa -- I play with this kind of control in my relationship with performers in my instrumental music as well. I suppose you could think of an ensemble of musicians as a kind of network, if you want -- each "node" is a player that receives data in their ears, processes it, and sends data back out through their instrument. In a "client-server" approach (i.e. fully-notated score and conductor), the importance of the network is de-emphasized, the nodes just execute the instructions they are given. In a "peer to peer" approach (i.e. free improvisation), the network itself becomes much more important. I usually opt for something in between, so I can take advantage of a little bit of what both paradigms have to offer. (I hope I didn't push this metaphor too far...)
JF: I already talked about the importance of serendipity which the network makes possible with N.A.G. I really wanted to tap into the fascination with network searches that I (and just about everyone else) had upon first discovering the world wide web. But since the web is dominated by commercial outfits these days, and I don't ever spend time "surfing" so that I can marvel over the fact that some guy made a whole site dedicated to chicken parmesan, I turned to a network (Gnutella) which is not dominated by commercial interests, and which doesn't have as effective search tools, as a way to revisit the excitement of serendipity in network searching -- where the process is a goal in and of itself.
PT: With Auracle, I like this idea of a network of developers/artists working on a network-based music application. Did you and the other developers have a lot of input into the aesthetic/compositional choices made in the application, and if so, how did the collaborative effort work.
JF: Yes, we absolutely did have input. There were certainly contentious issues, but we were usually able to talk through them and reach a consensus.
PT: There are a lot of people out there right now working in the 'network-x' domain artistically, creating music, animation, interactive pieces, etc. that all don't just use the network as a medium but seem to be about the network itself. This is asking for a bit of prediction on your part, but I'm wondering what you see as the future of networks as a subject? Are they dense and complex enough that they will continue to be a subject of works for a long time to come, or do you think this fascination with the idea of the network itself will eventually just give way to works in which the network is the essential medium but not really a subject of the work (much like speakers aren't really the subject of a tape piece, but yet are necessary for its existence)?
JF: I'm having trouble answering this question as is, so I'm going to answer a slightly different one. I am fascinated by networks because they are "dense and complex" (which many of them are), but speakers and amplifiers are complex systems too. What differentiates networks for me is not their complexity but rather their fallibility. I am attracted to networks which fail to accomplish the goals they have set out: they are often unreliable or inefficient or inaccurate in the tasks they perform. And it's the chaotic, unpredictable process by which they sometimes utterly fail, sometimes triumphantly succeed, and often fall somewhere in between, that makes them interesting to me. (Think of Tom Johnson's Failing as a kind of instrumental parallel.)
JF: It would be hard for me to fault the end user on this, because the query interface doesn't really allow the user to get too specific -- there's no advanced searching based on tag type (e.g. artist, album, year, etc.); I suppose that's my interest in pushing the "serendipity" aspect and taking some control away from the user. But even if that level of control existed, there are tons of mislabeled things out there (e.g. Fur Elise by Bach is something I've found several times). For the second part of your question, I'll give you two examples. One of the curious things about Gnutella is that as democratizing a technology as it is, it actually is tremendously biased towards content which is already very popular (and therefore hosted by many different clients on the network). N.A.G. reflects this; since more popular content is more likely to show up on a search results list and more likely to be downloaded successfully, it is more prominent in the mix. But eventually, something strange happens, which I'm indebted to Thomas Goldstrasz for pointing out to me. (If your German is good, check out http://netzspannung.org/cat/servlet/CatServlet/$files/273049/goldstrasz_I.pdf.) Basically, the most popular songs download _quickly_, and then they're done. That leaves us with just the "background" to focus on, the music which is less popular, coming through less reliably, more fragmentary, etc. For Thomas, that's where the software starts to actually get interesting.
JF: Yes, I think your metaphor is apt, though I'm not sure what I could do to extend it further. Instead, I'll just note that this filtering, to an extent, mirrors the way we actually hear music in our lives. Most "Top 40" hits saturate the radio airwaves for a short amount of time and then sink into oblivion. Other music takes a longer time to spread, but it tends to stick around longer. Example 2: What would it have meant for us to have "succeeded" at the analysis / resynthesis task in Auracle? In one sense, success would have been recreating the original sound from the analysis data we send over the network. But that's absurd; if we did that, then we'd have just created yet another audio conferencing app. For it to become something more, we needed to fail at the task of transmission, sending an insanely small amount of data across the network so that only the most essential features of the audio remained in tact in their resynthesis. So I guess I think works about networks are going to be around for a long time to come. There will always be emerging technologies that don't work quite right, and there will always be people using them who either don't quite know how to use them or have figured out how to use them to against themselves.
JF: As a focus of the work itself (rather than just a practical means of dissemination), yes, they'd become less interesting. But there's always something new and not quite ready for prime time on the horizon... PT: I'll leave it at just these questions for now and let your responses dictate where we go from here. However, for this last question, I'm simply asking if there is anything particularly important or relevant about your work with networks or the projects I mentioned that I have not asked about (with respect to the topic of my paper of course). If so, please feel free to chat about it or suggest a direction for me to go in with future questions. JF: Yeah, one more thing. Metcalfe's Law: the usefulness of a network equals the square of its number of users. Does this apply to net art / sound? I think about this particularly in relation to Auracle, where we've as of yet failed to attain a critical mass such that users are likely to encounter other players to "jam" with when they go online.
JF: We've done a lot of publicity, especially in Germany, of Auracle, though we could always do more. I think that integrating Auracle in with some standard IM software might give us a little boost. But we actually do get a reasonable number of people to visit the site, the problem is that only a tiny fraction of them ever launch and use Auracle. So here are the big issues on my mind: 1) The majority of PCs (including almost all desktop machines) lack built-in microphones, and only a small percentage of users have external mics or headsets. 2) The attention span for net art is amazingly short. Very few users are willing to download a plugin -- no matter how easy and quick a process it might be -- just in order to use a site. So the technical limitations of in-browser technology, which led us to rely on the JSyn plugin, create a real accessibility problem. 3) While many people routinely plan their time so they can catch a favorite sitcom or sports team on television, very few are willing to plan their schedule around computer-based activities. #1 is already starting to change, as laptops begin to outnumber desktops and as computer-based telephony starts to take off. #2 will eventually change, as computers get faster and faster and projects like Auracle can be implemented in environments like pure Java. But I hesitate to make a prediction on #3. As Internet services gradually replace television, will people be more willing to schedule their computer-based activities? Or is part of the appeal of those activities the fact that they needn't take place at particular planned times? My own plans for future projects are hedging my bets: I'm focusing on creating collaborative environments where the participants need not be on the site simultaneously. (Think of a mailing list or Wiki rather than a chat room.)
JF: This is actually the easiest question you've asked me, since I've been asked it a lot, so here's the quick answer: I didn't create N.A.G. with the intention of commenting on the legality of file-sharing, or Gnutella, or the RIAA. I was simply interesting in exploring things about Gnutella which I found fascinating. I do believe that N.A.G. falls under fair use, while many other uses of Gnutella do not, though I realize that others may disagree with my opinions. Between the time I originally conceived N.A.G. and the time it was launched, file sharing on the Internet changed dramatically: the iTunes Music Store had been launched, the first wave of the RIAA's lawsuits against individual file sharers had been filed, and the media was pronouncing peer-to-peer networks such as Gnutella to be irrelevant and in trouble. In my mind, N.A.G. contributes two interesting points in this ongoing debate: 1) DRM'd content may prevent some people from using copyrighted material illegally, but it also prevents some people from using it in creative ways which fall under fair use. (N.A.G. could not exist if the only way to obtain music online were through services like the iTunes Music Store.) 2) Peer-to-peer file-sharing networks put a significant percentage of all recorded music into a digitized, searchable database, and all we can think of to do is to swap files? How boring! There must be more interesting things to be done here! (N.A.G. is one simple possibility.) |