| If you
close your eyes, you lose your sense of abstraction.
Michel Serres
Even after years of terminological presence it remains difficult
to pin down what a VJ does, what makes one a VJ, what legitimises
a VJ, what a VJ is all about. Depending on the context, the terms
«VJ» and «VJing» are used in such heterogeneous
frameworks and are associated with such an array of different fields
of activities that it would take several chapters merely to explain
the term «VJing» and its nature. This text, however,
attempts to create an audiovisual dispositive which departs from
common designations for VJs, and instead takes a detour around so-called
video bands to display the many possibilities for novel audiovisual
live art. This will be exemplified by Metamkine from France and
Granular Synthesis from Austria.
Strictly speaking, VJing has been an empty phrase from the very
beginning, an auxiliary neology.i
In clubs and discotheques, crowds had realised that «shaking
it up» could be experienced more intensely with additional
visual feeds. Moreover, since the mid-1990s, software applications
for sound and video have gradually come to resemble each other,
and can now be controlled by using the same user interface. Because
club culture is DJ-driven, it was obvious to call video artists
«VJs». Yet how can this optical stimulus at a techno
party develop into a style of its own when the moving images mostly
act as mere supplements? Maybe the «true» VJs are the
ones presenting video clips on music television. That is none other
than what the first British radio DJs did in the 1930s. DJs began
emerging as professionals, aided by the gradual social legitimisation
of popular culture, and in the process, not only did the turntable
become an instrument, but also the DJ was (deservedly) raised to
the status of musician. Turntable bands, such as Invisibl Skratch
Pickles or particularly The X-Ecutioners, elevated the collagist
usage of prefabricated music to an art form. Clearly, such experiments
go back to the time of John Cage in the early 1960s (and even earlier).
Wide-scale integration of the visual medium, however, only came
about in techno clubs, and was pressed forward by bands such as
Hexstatic and Coldcut in the mid-1990s, using their self-developed
software «VJamm». This application was so pioneering
that it was accorded a permanent place at the «Interactive
Games Room» of the American Museum of Moving Images.
The increasingly similar interfaces presented
to us for the control of computers make the previously very different
tasks of organising and transforming text, static and moving visual
images and sound into experientially ever more similar processes.
The new electronic technologies therefore form a seductive potential
meeting point for many previously separate art practices. Such interfaces
make use of identical concepts – frame, freeze, copy, paste,
loop – as controlling strategies.ii
The Audiovisual Dispositive
This text, however, is not about tracking down synaesthetic strategies
in club culture. Rather, it tries to provide, with the aid of several
audiovisual manifestations, a historical and an aesthetic frame
of reference for live-generated sound and image art which reaches
beyond the ongoing discussions caught up in questions on technical
details. This is why, owing to the prevailing difficulty in assigning
the term «VJ» to a specific field of work, the term
is being extended to the realm of live video art. It can be explained
by one of the prerequisites of the considerations made herein, namely
that VJing is considered a two-channel transfer of information,
in which the channels not only complement each other synaesthetically,
but also exist side by side in parity, conditioning each other.
In his book «The Time-Image», Gilles Deleuze proposed
the hypothesis that the audiovisual image was a result of the 'collapse
of the sensory-motor schema' without referring to a 'whole'.iii
Yet he spoke of film. As narrative, dramaturgical and space-time
constellations of film organise themselves in a way that differs
from live interacting media or forms of presentation, the following
aims at patching up the collapse of the sensory-motor schema by
way of video bands. Even though Deleuze (p. 268) admonishes that
the audiovisual image «is not a whole, it is a 'fusion of
the tear'», one must keep in mind the different production
and processing logics of the output of video bands. On the one hand,
this acts as a mirror for the transformation of film-historical
connotations, while on the other – given the rather undogmatic
approach towards this canon – a pop-cultural evaluation takes
place. Inherently avant-garde, Granular Synthesis and Metamkine
play with avant-garde material, thereby identifying the respective
ruptures – clearly in the sense of Jacques Attali's concept
of «Noise» as a musical anticipation of socio-political
structures – in the popular realm. The translation of the
audiovisual material into rhythm, as well as the haptic physicality
of their live shows, evoke a sensory-motor confrontation which is
cinematographically grounded only to a certain extent, but above
all, performatively rooted. Although both formations refer to historical
connections pointing towards experimental cinema and 'expanded cinema',
we can observe the overcoming of cinematographic code systems that
contribute to a relocation of audiovisual perception by the fixed
implementation of musical practices. This type of cinema may take
place in film theatres, but it is usually shown in galleries, clubs
or concert halls. While the music is made to sound 'cinephile' in
order to evoke a 'cinema pour l'oreille', on the image track a 'kinaesthetic'
approximation of the performance venue takes place, which at the
same time is being stridden across acoustically. Sound and image,
however, plainly serve as surficial plateaus in rhizomatic destabilisation
practices, leading to a setting which makes rehearsed parameters
of space and time perception crash. Stroboscopic flashes of light
from the rear regions of memory flare up for split seconds as figures
that change from organic to abstract, connect with others, rotate
and dislocate themselves, fuse with the layers of sound, and form
a cerebral data stream, the impulses of which, as if leaking from
electric cables, directly penetrate those regions which turn abstract
images of reality into concrete dream images; the data processing
brain is put into REM phase, the body converts to a big vibrating
resonance box.iv
The mode that was thus to become exemplary during
the seventies was performance – and not only that narrowly
defined activity called performance art, but all those works that
were constituted in a situation and for a duration by the artist
or the spectator or both together. It can be said quite literally
that 'you had to be there'. [video and sound installations] not
only required the presence of the spectator to become activated,
but were fundamentally concerned with the registration of presence
as a means toward establishing meaning.v
My approach in this text with regard to VJing is an audiovisual
dispositive which, because of the interdependence of visual and
acoustic information and the resulting synaesthetic interaction,
may only be applied to the model of band or group. This dispositive
is not determined by a specific technology. In this context, VJing
does not equate to related algorithmic programming, but acts as
a counterbalance for the expansion of performative practices which
are genealogically most likely derived from performance and media
art. This way, an only seemingly paradoxical acousmatic representation
may be defined in which the actual sources of reference of both
channels are reciprocally present in each other, virtually off-screen
(i.e. acousmatic). The respective complementation in the spectrum
of reception is, however, placed in an exterior space (i.e. represented).
As a consequence, the performance space becomes an integral part
of the intervention where the architectonic space, by way of enormous
sound systems, is being disclosed acoustically and visually by performative
means (Metamkine) or through big projection screens (Granular Synthesis).
It is almost like in a 360-degree cinema where one may, and even
ought to, walk about. This strategy, however, goes back to concert
and film logics that demand rather undivided attention. As the viewer
is being taken possession of, this surely represents one of the
most virulent oppositions to club VJing.vi
Roughly put, the dispositive might be localised at a point where
one no longer knows whether s/he should listen to the images or
look at the music. This relates to the different perception speeds
and distraction mechanisms of music and image. In this context,
the German film music theoretician Norbert Schneider writes, «Watching
informs us about the constitution and 'condition' of the environment.
Listening informs us primarily about the interior life of fellow
human beings, about their thoughts and moods.… Thus, listening
corresponds to feeling (as an unconscious understanding of the world)
whereas watching corresponds to thinking (the conscious understanding
of the world).»vii This
leads to certain 'off-key continuities' in perception, prevalent
in film editing or musical cut-ups. Virtually all video bands produce
momentous interactive art, since they, much like music bands, generate
an art event in real time. As a result, we obtain four interdependent
variables which map out the dispositive:
Image
Interaction
Sound
Time
Be it in a performance, an installation, or a club
context, the bands work in all three segments – some times
more and some times less – with prefabricated settings from
their own audiovisual data archive and either interact in an improvising
manner (Metamkine) or according to a formulated compositional plan
(Granular Synthesis). From this, two statements may be deduced:
1) The auditive and optical information is presented
in parity as multi-channel manifestations.
2) These manifestations take place in a live context. They exist
like a concert or a temporary installation for the moment.
The exponential increase in the
number of performance artists in almost every continent, the numerous
new books and academic courses on the subject, and the many contemporary
art museum opening their doors to live media, are clear indications
that in the opening of the twenty-first century, performance art
is as much as a driving force as it was when the Italian Futurists
used it to capture the speed and energy of the new twentieth century.
Performance art today reflects the fast-paced sensibility of the
communications industry, but it is also an essential antidote to
the distancing effects of technology. For it is the very presence
of the performance artist in real time, of live performers 'stopping
time', that gives the medium its central position.viii
Like Granular Synthesis, Metamkine deal with a rudimentary,
even archaeological understanding of cinema and music in order to
arrive at the essence of the respective medium, and from there deduct
an associative-physical stream of information which leaves behind
the technically well-armed VJ scene via an intermedial approach
(Metamkine) or an oversized hearing and viewing box (Granular Synthesis).
The musical rhythm loops, which are at times perceived as pulsating,
other times below the perception threshold, do not fall into the
trance-like, repetitive machine beat of techno music. Metamkine
and Granular Synthesis view rhythm as layers of sound, sound colouration,
drones or sequencing which, apart from intensely territorialising
the body, at the same time also captures the largest human hearing
organ, the skin, by making use of the complete frequency range.
Due to these complex parameters, they rather have in mind the concept
of sitting in a film theatre instead of dancing in a club. One can
be quite occupied with not being occupied with these bands. After
all, both aim to amplify the habits of hearing and seeing by using
a radical and fervent audiovisual attack. Both video bands work
in a performance context that is commonly frowned upon as being
'high culture' or 'elitist', which takes place in art galleries,
museums or theatres. Such a designation rather indicates that the
perception of images and sounds seems to be of a divergent nature,
since the images could easily work in more 'low-culture' spaces,
such as clubs or other locations atypical for staging art performances,
even though the music would most likely be rejected in these spaces.
In the last few years, however, much like in the areas of film,
music, etc., the formerly rigid societal segments have become permeable
and fluctuating, gradually coming closer to each other. This fusion
of social and aesthetic positions pervades traditional designations
against the backdrop of an ever increasing image and information
overload. In this respect, Metamkine and Granular Synthesis may
be seen as audiovisual pioneers, since their artistic 'high culture'
works, via club space, have helped to blur these boundaries and
have made live video art compatible for the pop context.
| 
Metamkine
|
 |
Formed Light, Concrete Sounds
– Metamkine
Since 1987 the French artists Jérôme Noetinger, Christophe
Auger und Xavier Quérel have been working together as Celulle
d'Intervention Metamkine. Their performances have a rather haptic
air about them, since they exclusively handle various Super8- and
16mm-films and vintage synthesisers. What makes them differ from
other formations is simply that Auger and Quérel, by manually
controlling projectors, convert them practically into visual instruments
which enter into spontaneous interaction with the analogue music
and by doing so, significantly determine the overall composition.
These audiovisual interventions are committed to the cinephile qualities
of the French Musique Concrète. It could be argued that such
practices appear regressive in the fully digitalised era. In this
regard Noetinger, who also runs the Metamkine label, pointed out
in an interview in 2004, «Not long ago, everybody dreamt of
having a Revox! It was the Rolls Royce! Today there's this spurious
idea of 'progress', this imposition of new technology by the market.
There's something totalitarian about it. It's like asking a violinist
why he doesn't play a computer.»ix
Operational sounds such as the clattering of projectors blend in
with partially crude analogue layers of sound or sound fragments
of the prefabricated magnetic tapes; at times the smell of (un)intentionally
burnt filmstrips fills the air. The filmstrips, which are edited
as loops, are self-produced or found footage, and through the choreographies
which are evaluated in extensive rehearsals, they generate a performative
image space in which the depicted transforms into a sculptural replica.
Adding to this, Metamkine work with a set of mirrors, so that through
extra deflections and refractions the projections are ad infinitum
expanded, fragmented, bent – beyond recognition. With the
visual aspect of Musique Concrète in mind, the sense of space
thus formed may be traced back to choreographies of Oskar Schlemmer
in the late 1920s which he had developed for the Bauhaus school.x
Here, artists perform relatively simple geometric figures that live
off their expressive gestures. These are conceptualised into the
audience and made to appear as ornamental bodies in the best manner
of the silent film tradition. This directness in expanding the stage
into the audience was especially pushed forward in the performance
art of the 1960sxi and has
lost much of its attraction (or 'aura', as Walter Benjamin would
have put it) with the successive separation between performer and
performance.xii Therefore,
the latest developments are inclined towards the concept of musicians
and video artists virtually backing out from the visual spectrum
of the audience, and in a 'retrograde' step see themselves as newly
constructivist machinists, who expose the inner processing logics
of the machine and transfer them into public space.xiii
Metamkine's performers are most of the time clearly discernible,
whereas the performers in Granular Synthesis are not visible at
all. While Metamkine operate in a relatively classic performative
stage setting, Granular Synthesis present a kind of audio film where
only the oversized, approximately 4 x 3 m high projection screens
are visible.
Performative Disclosure of the Audiovisual
Space
By insisting on a historicity of one's own, Metamkine join in an
already quite canonised video art exemplified by the early works
of Nam June Paik. Instead of discussing Paik's TV experiments, I
herein wish to point to his Music Studies and his early audiotape
experiments. «Paik brought his knowledge of a more highfalutin'
art form, namely the electronic music of Stockhausen and Cage, to
bear on a brand-new media. Structurally, Paik's videotapes derive
from the audio-taped musique concret sound collages he was making
in Europe before Cage deflected him towards performance.»xiv
Following the audio tape sound experiments conducted prior to World
War II, this medium turned out to be one of the first and most promising
post-war prospects in exploring new worlds of sound. Such as with
the case of French Musique Concrète by Pierre Schaeffer,
later Pierre Henry or Vladimir Ussachevsky in the U.S., however,
Musique Concrète itself alluded to such groundbreaking pieces
as the acousmatic collage 'Wochenende' (1930)xv
by Walter Ruttmann or Viking Eggeling's spatial figures set in motion
in 'Diagonal Symphonie' (1921/25). Unlike many digital music video
filmmakers who have geometric figures spurring across the images
to the sound of abstract electronic music, Metamkine's arsenal of
images, quite directly quoting early medial development phases of
interwar abstract film, had virtually always been fed by the concrete,
processed and/or alienated via simple means such as pitching, splicing,
colouring, fading or more or less traditional editing. In this connection
we not only deal with the replacement of central perspective in
painting and cinema by physically marking out the performative space;
Metamkine's visual element may rather be seen in a framework that
refers to the inner materiality of the medium. Concrete image content
is purged until nothing but formed light remains which, as a projection
screen, entirely occupies the performance venue.
Sonic Layers of Time, Optical Shattering –
Granular Synthesis
All sound is an integration of grains, of elementary
sonic particles, of sonic quanta.
Iannis Xenakis (1971)
Increasingly specific software applications have turned
computers into interactive and intermedial interfaces par excellence.
For the 'black box' it no longer makes much of a difference whether
the algorithm fed in generates an optical or acoustic output. Improved
processor performance has made it possible to produce highly complex
compositional methods such as granular synthesis. Founded in Vienna
in 1991 by Kurt Hentschläger and Ulf Langheinrich, Granular
Synthesis derive their name from above mentioned method. To date,
the duo has carried out around 15 fully set-up installations. Compared
with Metamkine's approach, Granular Synthesis are located basically
on the opposite side of the audiovisual dispositive. Granular Synthesis
allow the semantic codes of the digital machine free play and generate
a human-machine interface which toils on the fringes of cutting-edge
computer technology. Each micro structure, each millisecond grain
is aimed at making the tactile quality of the sound and the image
be experienced. While Metamkine still leave open perceptive slots
by way of their theatrical gestures and allow organic physicality,
Granular Synthesis confront us with the full impact of machine-controlled
logics. Consequently, by extreme fragmentation of the images, the
performers' heads, filmed in glass cubes in the early works of the
band, become grimaces, the contours of which remain organic, even
in the moments of highest affect. By its intensely accelerated serial
split-up, the physical image's content is distilled into some kind
of pure object, completely bereft of voyeuristic sexual connotations,
and lets the potentially desiring gaze go blank. Instead, these
images herald the industrial degeneration of present social forms
of communication, for example, when in 'Model5' (1994/96) the head
of performer Akemi Takeya, under the impression of speed, «gives
birth to an electronic Medusa image oscillating between the poles
of sensual ecstasy and agony.»xvi
The recipient is caught up in the dichotomy between voyeurism and
the auto-destructive projection on the protagonist, who is trapped
in this glass construction as if under a cake dome; the glass resembles
a transparent data helmet imposed on the performer, but also a morbid
incubator.xvii
Compressed Emptiness of the Audiovisual
Bodies
Granular Synthesis dealt with precisely this loss of control and
correlation primarily in the phase between 1991 and 1999. In the
second phase an almost complete emptying of the image space takes
place in which solely monochrome surfaces and 'psychedelic' flicker
effectsxviii are employed.
In the works of Granular Synthesis the eye is successively deprived
of information while ever-increasing sub-basses and cascades of
rhythm, synchronised to up to 200 bpm, roll over the sound plane.
An experiential space opens up, the experience of which becomes
more intense the more it is cleared of signs.
The grain is a unit of sonic energy possessing
any waveform, and with a typical duration of a few milliseconds,
near the threshold of human hearing. It is the continuous control
of these small sonic events (which are discerned as one large sonic
mass) that gives granular synthesis its power and flexibility. The
typical duration of a grain is somewhere between 5 and 100 milliseconds.
The most musically important aspect of an individual grain is its
waveform. A vast amount of processing power is required to perform
granular synthesis. A simple granular 'cloud' may consist of only
a handful of particles, but a sophisticated 'cloud' may be comprised
of a thousand or more.xix
The hyper-physicalised affirmation of the machine presented in
the works of Granular Synthesis breaks down the boundaries between
the humanoid and technoid body with its repetitive sequences of
image and sound which, in some way, brings us closer to constructivist
practices. The conscious display of the technological apparatus
exhibits a human internalisation of the machine as it had already
been presented for example in Detroit-Techno. Hence, the media theoretician
Florian Rötzer writes, «The moving image, the image changeable
in every pixel, the image that has become truly musical, is the
condensation of speed.»xx
In order to distil an intense sensual experience, it is necessary
to build up an antipole of some sorts which consists of an upgraded
environment and refers to the development of a software of one's
own.xxi This software, which
was produced between 1997 and 1999, is called VARP9. Just like a
music sampler, it enables one to subject images and above all the
direct connection of audiovisual data to granular synthesis: «It
is a sample based MIDI software instrument that streams from RAM.
It works in real-time in full PAL video resolution and frame rate.
It allows accessing and allocating single frames at 25f/ sec. At
this video grain rate it is capable of audiovisual granular synthesis».xxii
The flashes of consciousness produced by Granular Synthesis extract
micro-range time snippets, which no longer represent caesurae but
a permanently permuting flickering, become expansions, shiftings,
rumples and fractalisations. The acts of acceleration and deceleration
move parallel; the microtonal interferences in between generate
trance effects, amplified by their (sub)sonic intensity. Misconnections
in space and time collide with elliptic retardation and acceleration
strategies which join – from the perspective of Austria’s
film avant-garde – the works of Martin Arnold, Peter Tscherkassky
and Peter Kubelka's 'Arnulf Rainer'. The award-winning duo (amongst
others the Grandprix Artrec '95 in Nagoya, Japan) creates an industry-induced
'information overload unit' which makes no use of found footage,
but instead samples itself so to speak as an 'alter ego image' and
flickers across the screens in countless variations with a massive
sound environment on top. While the processing due to the working
method is quite laborious, the starting material is mostly easy
to prepare: heads in glass boxes on huge multi-screens ('POL', 'NoiseGate',
'Model3'/ 'Model5'), video sequences of British dance artist Michael
Ashcroft ('We Want God Now', 'Form', 'Sinken'), completely monochrome
surfaces ('Reset'), predominantly black surfaces ('Minus') or the
computer-generated transformation of a public building into a sculpture
of light which evokes the illusion of a twinkling space ship ('Lichtwerk').
Stripping it down to the basics yields the focussing on an image
which has come to appear so vacant that only basic geometric patterns
remain. The emptiness is stored in the highest audiovisual data
decompression. While in the 'Model'-series humans, in their gestural
articulations, were important as concrete representations or images,
the camera focus has gradually centred on the body itself until
finally the lens reads the skin as the focal point of abstract geometric
patterns and as the boundary to ways of representing humans.
Audio Visions Reloaded
By way of the two video bands Metamkine and Granular Synthesis,
I intended to make the 'genre' VJing discussable in a film and music
historical context. Both bands, in their own ways, herald audiovisual
prehistoric times, the sonic and filmic codes of which, via club
culture, have grown to a mass-compatible phenomenon within the last
ten years. The above outlined concept of an audiovisual dispositive
is meant to contribute to getting a glimpse of the discussed bands'
synaesthetic methods of working. While Metamkine consciously hold
on to a musical and cinematographic tradition in order to provide
new discourses on perception and the gaze, Granular Synthesis work
with cutting-edge technology to expose the primal and submerged
layers of human perception. As both bands use image and sound track
as equal transmission matrices, this allows a concise, real-time
experience which transfers live media art to a performance context
where live interaction between the two media and the artists becomes
the performative compositional premise.

References
i - The international
festival 'Netmage', founded in Bologna in 2000, may be regarded
as one of the leading events in live media art in Central Europe.
Already in 2005 its artistic director Andrea Lissoni considered
the 'genre' VJing to be outdated. In: Deisl, H., 2005. Netmage 2005.
Ray – Kinomagazin, April 2005, pp. 44-46.
ii - Waters, S.
Beyond the Acousmatic: Hybrid Tendencies in Electronic Music. In:
S. Emmerson, ed. Music, Electronic Media and Culture. Ashgate, Aldershot,
2000, pp. 59-86.
iii -
Deleuze, G., 2001. The Time-Image. Cinema 2. Minneapolis: University
of Minnesota Press, pp. 256-257. Later on in the book (p. 266) Deleuze
recurs to Robert Bresson's automatic 'model' which «has no
need of computing or cybernetic machines», however «the
cinematographic image was already achieving effects which were not
like those of electronics, but which had autonomous anticipatory
functions in the time-image as will to art.»
iv - Compare:
Attali, J., 1985. Noise. The Political Economy of Music. Vol. 16:
Theory and History of Literature. Minneapolis: University of Minnesota
Press.
v - That is why
Kittler writes: «That which is no longer imaginable happens
because there where nothing may be imagined data processing takes
place». Kittler, F., 1989: Die Nacht der Substanz. In: Pias
C., et al., eds. Kursbuch Medienkultur. Die maßgeblichen Theorien
von Brecht bis Baudrillard. Stuttgart: DVA, 1999, p. 507.
vi - Actually
it is quite dull to watch a DJ or laptop artist work while dancing,
in a situation in which immediate auratic elements seem to be blinded
out. Here, the dynamic VJ images are much more fun. These may not
only be 'danced to' but one may also quite happily expose oneself
to the continuous visual flow.
vii - Schneider,
N. J., 1990. Handbuch Filmmusik. Bd. 1, Musikdramaturgie. Konstanz:
UVK, p. 65.
viii - Goldberg,
R.L., 2001. Performance Art. From Futurism to the Present. London:
Thames& Hudson, pp. 225-230.
ix - Warburton,
D., 2004. Cinema for the Ears. In: The Wire. Adventures in Modern
Music. London, 239, p. 24.
x - Goldberg
(p. 106) mentions one of the probably earliest project descriptions
of an audiovisual performance dating back to 1923 when the two Bauhaus-
and O. Schlemmer-students Ludwig Hirschfeld-Mack and Kurt Schwerdfeger
staged their 'Reflected Light Compositions' «to multiply the
sources of light, adding layers of coloured glass which were projected
on the back of a transparent screen, producing kinetic, abstract
designs. Sometimes the players followed intricate scores which indicated
the light source and sequence of colours, rheostat settings, speed
and direction of 'dissolves' and 'fade-outs'. These were 'played'
on a specially constructed apparatus and accompanied by Hirschfeld-Mack’s
piano playing».
xi - Such ambitions
are by no means new. Here, acting as representatives, I would like
to recall the theatre space designs by Erwin Piscator or early theatre
works such as 'The Mexican' (1920) or 'Gasmasks' (1923) by Sergei
Eisenstein, in which the traditional situation encountered in the
proscenium stage, as known from theatre and film, is being interrupted
and extended by a so to speak third dimension.
xii - The DJ
desk equipped with DJ or laptop consoles has gradually moved toward
the 'interior' of the stage. Compared to rock or pop bands, Club
DJs or VJs are all but 'tangible', their production logics are separated
from the performance location, which is mirrored in a techno-reactivated
constructivist human-machine interface.
xiii - Since
the mid-90s it has become a common practice of work and aesthetics
to make use of the 'error of the system', the 'glitch'. This is
carried out by wilfully bringing about computer crashes or other
machine-inherent errors or manipulations (interpolations, distortions,
foreign data material). Comp. e.g.: Young, R., 2002. Worship the
glitch. Digital music, electronic disturbance. In: The Wire/ Young,
R., eds., ²2003. Undercurrents. The hidden wiring of modern
music. London/ NY: Continuum, p. 45-58. As regards Austria, mention
should be made of video bands such as Skot, reMI or epy.
xiv - Hoberman,
J. Paik’s Peak. In: Hoberman, J., 1991. Vulgar Modernism.
Writings on Movies and Other Media. Philadelphia: Temple University
Press, p. 138. Originally published in: The Village Voice, May 25,
1982.
xv - Guy Mark
Hinant writes in the liner notes of the CD-compilation a-chronology:
An Anthology of Noise & Electronic Music. [DCD]. Brussels: SubRosa,
2003: «'Wochenende' is unique of its kind. Twenty years later
this editing technique will be improved, to form the basis of the
concrete music – even Pierre Schaeffer quickly abandoned what
he called anecdotal sound for more concrete research. This work
can be regarded as the first image-less film». (Italics by
H.D.). The piece was republished by the label Metamkine in 1994,
based on the original tapes which Ruttmann's daughter had handed
over to Metamkine.
xvi - Richard,
B., Bath in the Resonance Chamber, and Blinding. In: ZKM/ Zentrum
für Kunst und Medientechnologie Karlsruhe, ed., 2004. Granular
Synthesis: Immersive Works. [DVD-booklet]. Ostfildern: Hatje Cantz,
digital arts edition, p. 19.
xvii
- On the affection-image and the thereto attributable head Deleuze
writes, «The close-up does not tear away its object from a
set of which it would form part, … but on the contrary it
abstracts it from all spatio-temporal co-ordinates, that is to say
it raises it to the state of Entity. … If it is true that
the cinematic image is always deterritorialised, there is therefore
a very special deterritorialisation which is specific to the affection-image».
Deleuze, G., 1997. The Movement-Image. Cinema 1. Minneapolis: University
of Minnesota Press, pp. 96 et seq.
xviii - The
flicker effect and its 'consciousness-expanding' influence comes
in numerous forms. It is quite popular in clubs where the flickering
light/ dark situations recall Early Cinema. In the early 1960s,
French artist Brian Gysin, together with Ian Summerville, went about
constructing the 'Dreamachine': «… we started in a whole
series of Dreamachines: from a very simply cylinder with a just
regularly spaced slots producing therefore just one fixed rate of
flicker, to these years later, the present machines with along the
height opf the column as you move your eye, yaour closed eyes up
and down, you experience all the light interruptions between 8 and
13… External resonators, such as flicker, tune in with our
internal rhythms and lead to their extension. … Elaborate
geometric constructions of incredible intricacy build up from bright
mosaic into living fireballs like the mandalas … in their
act of growth». Summerville, I., 1962. Flicker. Olympia Magazine
2. Reprinted in: Wilson T./ Gysin B., ²2000. Here to go. Los
Angeles: Creation, pp. 210 et seq. The works 'Reset' (2001) by Granular
Synthesis and 'RGB' (2005) by Bas van Koolwijk/ Christian Toonk
expand these configurations by using primary colour schemes.
xix - Eric Kuehnel's
Writing Pages. 2003. Available from: http://music.calarts.edu/~eric/gs.html,
[cited 23 March 2006].
xx - Rötzer,
F., 1989. Technoimaginäres – Endes des Imaginären.
In: Kunstforum International, 98, Ruppichteroth: Kunstforum Verlag,
1989, p. 55.
xxi - Writing
one's own software is virtually part of the etiquette of every well-versed
video band. Here I again wish to refer to Hexstatic/ Coldcut. Their
software programme VJamm enables them to sample concrete images
having certain inherent sounds, and they deduce these into a set
of repetitive beats with loops, which leads to the development of
a techno track in the widest sense. In 1997 their video 'Timber'
set new standards for club VJing. In 1998 the video won French Television's
'MCM Best Video Editing Award'. All in all it was remixed four times,
entering the Guinness Book of Records as the single with the most
video remixes.
xxii - Description
of VARP9 on the band's homepage.

Selected Material
Granular
Synthesis
Index Edition, 2005. Remixes for Single Screen. [DVD]. Vienna:
Index. www.index-dvd.at
ZKM/ Zentrum für Kunst und Medientechnologie, digital arts
edition, 2004. Immersive Works. [DVD]. Ostfildern: Hatje Cantz.
www.hatjecantz.de
Metamkine
– Cellule d'Intervention
|