radio

Description (in English)

Sound Spheres combines computational digital media and storytelling techne to provide an interface with which users can create and experience interactive aural narratives. Sound Spheres was conceptualized and created to encourage active engagement with sound sources (the colored spheres) representing narrative elements. Participants may engage these sound spheres to construct aural narratives using multiple interactive techniques. As participants do not know the contents of sound spheres, narratives constructed using this technique are serendipitous, similar to actively tuning a radio from one station to another, hoping to find interesting aural content. Meaning is supplied by the participant's interpretation, which, in turn, depends on memory, cultural context, and previous hearing experiences. Sound Spheres suggests that engaging narratives can be created from non-dialogic sound sources. And, through its remix of radio, aural narratives, and non-linear composition, Sound Spheres demonstrates new methods for creating and experiencing interactive digital storytelling.

By Chiara Agostinelli, 15 October, 2018
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Abstract (in English)

For the past two years the author has been producing an experimental spoken word radio show that blends stories, sounds, and voices in an audio collage. The work is played on radio and also distributed as a podcast. The work evolves out of improvised recording sessions that are then processed and edited into episodes that have a thematic centre. The recording will include different modes of writing and performance. Often the texts are improvised but also written texts are used. This talk will argue for the idea of radio and podcasts as electronic literature in that the medium and reception of radio and podcasts influences the meaning and reception of the work. The author will talk about histories of radio and sound art paying particular attention to the rise of the podcast and the possibilities it has for literary texts that resist the formats of broadcast radio.  

The show can be found here https://soundcloud.com/nothing_to_see_here_radio

Source: https://sites.grenadine.uqam.ca/sites/nt2/en/elo2018/schedule/844/Nothi…

Description in original language
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By J. R. Carpenter, 6 January, 2016
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30-33
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issue 9
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Abstract (in English)

This essay takes a media archaeological approach to putting forward haunted media as theory of mediation able to address contemporary networked writing practices communicated across and through multiple media, multiple iterations, multiple sites, and multiple times. Drawing upon Derrida’s invitation to consider the paradoxical state of the spectre, that of being/not-being, this paper considers the paradoxical state of long-distance communications networks. Both physical and digital, they serve as linguistic structures for modes of transmission and reception for digital texts. Composed of source code and output, these texts are neither here nor there, but rather here and there, past and future, original and copy. The in-between state has been articulated in terms of ‘medium’ in Western philosophy since classical times. The complex temporaility of this in-between state is further articulated in this essay through Alexander Galloway’s framing of the computer, not as an object, but rather as “a process or active threshold mediating between two states”. The theoretical framework for haunted media put forward in this essay is employed to discuss a web-based computer-generated text called Whisper Wire (Carpenter 2010). Whisper Wire 'haunts' the source-code of another computer-generated text, Nick Montfort's Taroko Gorge (2008), by replacing all of Montfort’s variables with new lists of words pertaining to sending and receiving strange sounds. Drawing upon heuristic research into Electronic Voice Phenomena, and citing Freud’s notion of repetition as a hallmark of the uncanny, Whisper Wire will be framed as an unheimlich text — a code medium sending and receiving un-homed messages, verse fragments, strange sounds, disembodied voices, ghost whispers, distant wails and other intercepted, intuited or merely imagined attempts to communicate across vast distances through copper wires, telegraph cables, transistor radios, and other haunted media.

Pull Quotes

The spectre of the body has always haunted communications media.

The Greeks conceived of the human body as a medium, or techne, through which a Muse might craft a poem.

Whisper Wire is an unheimlich poem, a code medium sending and receiving un-homed messages, verse fragments, strange sounds, disembodied voices, ghost whispers, distant wails and other intercepted, intuited, or merely imagined attempts to communicate across vast distances through copper wires, telegraph cables, transistor radios and other haunted media.

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Description (in English)

radioELO archives and curates aural information associated with works of electronic literature. This might include author traversals of their work(s) during which they discuss their inspirations and problem solving, or the state of electronic literature at the time of their creation(s). Reevaluations and retrospectives, commentary and reviews, even testimonials, memoirs, and oral histories may also be included. Beyond spoken voice, radioELO also archives soundtracks, soundscapes, and sound collages associated with or considered as individual works of electronic literature. With such information available for on demand, online listening, radioELO is a laboratory in which to examine and discuss the changing nature(s) of electronic literature. Works featured in radioELO are: eLiterature A-Z (Roderick Coover), Soundscapes and Computational Audio-Visual Works (Jim Bizzochi and Justine Bizzochi), Song for the Working Fly (Alan Bigelow), No Booze Tonight (Steven Wingate), ARCHIVERSE In Relation ELO 2014 (Jeff T. Johnson and Andrew Klobucar), The Obsolete Book in a Post-Obsolete World as Represented by a Post-Obsolete Book About Dance (Eric Suzanne), “Where’s Waldo?::Where’s the Text?” (John Barber), Sc4nda1 in New Media (Stuart Moulthrop), Radio Salience (Stuart Moulthrop), Under Language (Stuart Moulthrop), Circuits—from River Island (John Cayley), Califia (M. D. Coverley), The Unknown (William Gillespie, Scott Rettberg, Frank Marquardt, and Dirk Stratton), The Roar of Destiny (Judy Malloy), Uncle Buddy’s Phantom Funhouse (John McDaid), Pieces for Simultaneous Voices (Jim Rosenberg). All sound fragments are available at the source listed below.

(Source: http://radionouspace.net/radioelo.html)

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source: http://radionouspace.net/radioelo.html
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Description (in English)

I have an old theory that all the actual things (structures, ideas and so on…) are already in the air. Every poet is like a radio. He has to have an antenna (spiritual self) for getting the things (waves, ideas…) from the air. But he has to have tuning knob for getting signal clear – and that is his professional skills. And also he needs loudspeakers for making the sound powerful and recognizable – that’s his talent. Sometimes people have an antenna but their tuning knob is not precise enough. Sometimes their loudspeakers are too quiet… Actually I wrote one poem about a person – a young girl – who is at the same time a radio wave and in 2001 we, with the animator Diana Palijchuk, made a poetry video based on this poem. (interview with Sergej Timofeev)

Description (in English)

Along with the possibility of technical reproduction provided by the printing machine the individualization of authorship came in the 18th century, as well as the invention of copyright. During the 20th century, a diversity of artistic attemps was undertaken in order to deconstruct individual authorship and the implied ideas about geniality and originality.

Started by Dada and continued by the Surrealists one can follow this development which now faces an expected culmination, caused by the rise of the digital media. Playing with identities, the availability of an endless amout of material and information on the Net, the possibility of copying without loss of quality, as well as anonymous and decentralized ways of distribution have formed a networked culture which often makes it impossible to identify a single author. And also the works are in a permanent state of re-work and variation.

"Generative art" is a special variation of this networked culture. Here, authorship very often is distributed to several contributors - for example the user, the programer, the artist who makes the concept and provides the environment, the authors of the re-worked 'original' material, and most import the computer(-program). A consequent handling of this kind of art, makes it hard to almost impossible to categorize it by parameters like "authorship" and "originality" on which not only the art world but also copyright is based.

The radio play "Automatically Generated Auhtorship" tries to relate in form and content to the described development. Four characters represent the different layers of discourse around the issue: a male and a female computer voice, as well as a male and a female human voice. The spoken text, noise and generative music compositions comprising the radio play have been rendered from a jump-cutting timeline. Although the content is seeded by the authors (Sollfrank & Didymus), the final form has been left purely to a software based music-engine to arrange.

The shock of jump-cutting, the un-fixing of order, creates new symbiotic meanings and relationships, manifesting not only as a disruption of the codes of listening, but also perhaps more importantly a 'bringing together' of ideas not (fully) intended by the artists. This act demonstrates the seductiveness of the timeline, and time based media in general.

Description (in original language)

Nachdem Autorschaft erst im 18.Jahrhundert individualisiert wurde, etwa gleichzeitig mit der Möglichkeit technischer Reproduzierbarkeit durch die Druckmaschine und der Erfindung des Urheberrechts - gab es während des gesamten 20.Jahrhunderts immer wieder künstlerische Bestrebungen, individuelle Autorschaft und damit einhergehende Vorstellungen von Genialität oder Originalität zu dekonstruieren.

Angefangen im Dada und von den Surrealisten weiterentwickelt, lässt sich eine Entwicklung beobachten, die mit dem Aufkommen digitaler Medien einen ungeahnten neuen Höhepunkt erfährt. Spiele mit Identitäten, die Verfügbarkeit einer unermesslichen Menge an Material im Internet, die verlustfreie Kopierbarkeit von Daten sowie kostenlose und anonyme Distributionsmöglichkeiten haben eine vernetzte Kultur entstehen lassen, in der einzelne Autor/-innen oftmals kaum mehr zu identifizieren sind und auch Werke sich in einem permanenten Zustand der Weiterverarbeitung und Veränderung befinden.

Eine besondere Ausprägung dieser vernetzten Kultur stellt die generative Kunst dar. Oftmals verteilt sich die Autorschaft hier auf mitwirkende User, Programmierer/-innen, Künstler/-innen, die das Konzept erarbeiten und eine Umgebung bereitstellen, den Autoren der weiterverarbeiteten Materialien und nicht zuletzt dem Computer selbst. Konsequent betrieben, kann diese Art von Kunst weder durch im Urheberrecht geltende noch dem Kunstbetrieb zugrunde liegende Kategorien von Autorschaft und Original erfasst werden.

Die Radioarbeit "Autorschaft und ihre automatische Generierung" versucht sowohl inhaltlich als auch formal, sich auf diese Entwicklung zu beziehen. Dabei repräsentieren vier verschiedene Charaktere vier verschiedene Schichten des Diskurses um Autorschaft. Es gibt jeweils eine männliche und eine weibliche Computerstimme sowie eine männliche und eine weibliche menschliche Stimme. Das Hörspiel, das sich zusammensetzt aus gesprochenem Text, Geräuschen und generativer Musik, entwickelt sich nicht linear, sondern ergibt sich aus permanenten Sprüngen auf der Zeitachse. Und obwohl bestimmte Inhalte durch die Autoren (Sollfrank & Didymus) vorgegeben sind, wird die endgültige Form ausschliesslich von der zugrunde liegenden Software bestimmt.

Durch den Schock, den diese Sprünge auslösen und die nicht fest gelegte Abfolge entstehen neue Verbindungen und Zusammenhänge, die nicht nur als Störung eingeübter Hörgewohnheiten wahrgenommen werden, sondern darüber hinaus neue Sinnzusammenhänge und Bedeutungen eröffnen, die von den Künstlern nicht unbedingt beabsichtigt waren. Ferner zeigt sich deutlich die verführerische Kraft einer linearen Zeitachse.

Description in original language
Description (in English)

"Radio Salience" is an image-text-sound instrument with certain game-like features.  The player (user? listener? reader?) watches an array of four image panels, showing component slices from various larger images.  When any two slices match, slot-machine style, a click will initiate a poetastic moment.  There is no score, so no way to win, lose, or escape.  Radio is all.

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"I have known that which the Greeks do not know -- uncertainty" (Borges).

Just another entry in the Babylon Lottery, this project explores indeterminacy, accident, and resonance, taking as its muse the breathless voice of the airwaves, or radio.   What did those Greeks know, anyway?

Some may ask, are we yet reading?  Well, somebody had to, but in most cases they weren't human. No sirens were harmed, and no one is like to drown.  Also, this is once again not a game. Though what you will see is certainly playable, there is no real contest, no score, no leveling.  Let's play Twister, let's play Risk.

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The screen is divided into four panes, each containing a changing image: actually, a pair of images stacked atop one another, with the upper constantly fading, up or down. Though the colors of these images have been distorted, you'll notice some of them fit together, either as slices of a single picture, or elements of a series.  When two or more of the four panes belong to a single set, click the mouse.  You'll see the full image, accompanied by a gloss or reading. However, if you click while none of the four images match, play is over.  (You can always restart.)  You can only match on an image while it is at least 50% opaque, so be careful about clicking when one of the panes seems ambiguous. If you don't want to listen all the way through a reading, just click.

(Source: Author's description)

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Technical notes

Multimedia, interactive instrument, implemented in Adobe Flash (ActionScript 2).

Graphics were produced with Poser 7 and Vue 6 Esprit, many using assets licensed from Digital Art Zone, Renderosity, and other invaluable sources.  Ambient sound was fabricated from various materials, including some lovely samples from Sounddogs.  Digital vocals were done in NextUp's TextAloud, using voices from AT&T,  NeoSpeech and RealSpeak.