isadora: in dialogue with mark coniglio (part two)

From: by way of dance-tech-admin@dancetechnology.org (sdela@ahk.nl)
Date: 11/14/02


The following message was posted to: dance-tech

Part II: comments from Jean-Baptiste Barričre, Jem Finer, Armando 
Menicacci, Giorgio Olivero, Steina Vasulka:

[short biographies and URLs relevant for each are at the end]

Scott: The type of artist/ toolmaker relationship Mort Subotnick and 
Mark had is an interesting one to trace back historically. Steina, 
you have been working as an artist and researcher in electronic media 
arts for over thirty years. Would you have something to say to this?

Steina Vasulka: It is a big topic, but it would be interesting to 
investigate ALL artist/ toolmaker relations in history; French Horn, 
Stradivarius, the well tempered clavier, the invention of 
photography, film, acrylics, video, etc. We (the Vasulkas) have 
almost always worked with toolmakers; analog first, then digital and 
now software. On our website we have the "Eigenwelt der Apparatewelt" 
exhibition catalog (put together for the Ars Electronica Festival 
1992) devoted to early audio and video toolmakers. There is a going 
model here: sometimes creators themselves, sometimes collaborators 
with artists, these toolmakers have invariably been gifted visionary 
individuals far removed from the industries who adapt to as well as 
inspire and invent within the technology environments of their time. 
In the early days of video, the buzzword was "modification"; when one 
would go into these tools created for consumers and retrofit them for 
the artist. We also see developments and knowledge passed along from 
one tool generation to another; as Mark mentioned, the software 
packages of now are the synthesizers of recent past.

Jean-Baptiste Barričre: I would just like to add here that there have 
been many graphical software tools created for music. One that could 
be mentioned, if only because of its complementary nature to more 
performance oriented languages, is Patchwork, which became more 
recently Open Music (both developed at IRCAM, Paris). It is a 
language based on Lisp, for computer-assisted composition, with a 
strong emphasis on musical notation representation. Incidentally, 
unlike most people think, the patch chord metaphor (first used in 
software by Max Mathews at Bell Labs), is not derived from analog 
synthesizers. Quite the contrary: Robert Moog came to know the work 
of Mathews and then was inspired by it to design modular 
synthesizers. The patch chord paradigm was applied to software from 
the experience of telephone switchboards.

Scott: Just for those who may not know, Max Mathews has been referred 
to as the “father of computer music” who, in 1957, was the first to 
synthesize music on a computer; performing a seventeen second piece 
on an IBM 704. In 1970, when fast digital chips and new algorithms 
made ‘real time’ possible Mathews developed Groove, the “first 
computer system for live performance” 
(http://www.csounds.com/mathews/). So, here we have the early 
research into systems out of which eventually software and hardware 
like Mark’s Interactor and the MidiDancer would emerge.

Steina: A very interesting part of the dialogue was when Mark talks 
about the implications of this dancer interface, the MidiDancer; the 
attempt to have a dancer be a musical instrument player. When I was a 
kid, it was not presumed that dancers could act, that actors could 
sing, that singers could dance. Now they have to know it all. 
Interestingly, in talking about developing Isadora, Mark refers to 
wanting to make an interface that a choreographer or dancer can learn 
to use easily. The interface for Image/ine seems impossible for 
dancers and musicians to learn; while it is a piece of cake for video 
makers who are perplexed by Max, etc. Another solution might be to 
think of multiple interfaces to a single program, like Final Cut Pro 
(otherwise not my favorite software), that makes the same features 
available in an "effects" interface for film/video people and “photo 
shop type” interface for computer artists.

Armando Menicacci: Getting back to the points that Mark was making 
regarding the limitations of the MidiDancer for dance; what he says 
is very true, in my opinion. In fact, for a ‘dancer to be a dancer’ 
means not to have to show the control over media. I don’t want to 
re-open the thread about “should we see the dancer’s control over the 
media”? I think that Mark’s comments are sufficient on this 
particular subject, to which I can add a brief comment. In my 
opinion, if what we want to do is ‘pedagogy of interactivity’ then we 
have to show the result of the interaction. But if what we want to do 
is art then we shouldn’t care about the visibility of interaction, 
unless it is vital for a particular aesthetic project.

As regards my own use of Isadora; I am not sure, but maybe, if we 
don’t consider Mark and Dawn’s own work, I’ve been the first person 
to use Isadora in the context of a full-length dance performance on 
stage. We bought a copy of Isadora in the beginning of May; in my 
experience even the beta was very stable and we managed to use it in 
a way that was artistically successful. I was working with the 
choreographer Rachid Ouramdame in Reims where we have a residency. 
We’ll use it now in Dijon for the same work, titled ”+ ou - la“, and 
from October 30 to November 4th we show the same piece in the Grande 
Salle of the Centre Pompidou in the Festival d'Automne ŕ Paris. What 
was interesting for Rachid, was to find particular inspiration for 
the choreography in the way in which Isadora transforms digital video 
media. This is important to note ways in which emerging forms of 
composition / transformations in the digital medium can be translated 
to and used in mediums of the body; specifically dance. It broadens 
the idea of these softwares beyond just their specific functionality.

Scott: Giorgio and Jem, neither of you as far as I am aware come out 
of the contemporary dance field. Can you say something about your 
backgrounds and how you arrived at this point of working with Isadora?

Giorgio Olivero: We (myself and Andrea Clemente) come from a 
background as web and graphic designers. In 2000, we started doing 
visuals for the club scene when we were students of the 'Scienze 
della Comunicazione' faculty in Torino. We were very excited by the 
possibility offered by this evolution of clubbing, and we began 
experimenting with aesthetics and technology. We were ignorant of 
what was going on in other places like London, Berlin or Amsterdam, 
so we built up our knowledge from scratch, finding only later that 
similar stuff was happening elsewhere. At the beginning, we used 
mostly found video footage with short inserts of wild motion 
graphics. Now we produce (shoot, edit, post produce) nearly all the 
basic material that we use.

I had been looking at Max and Nato (a graphic programming environment 
similar to Max designed to handle Quicktime media) a lot in the last 
few months but the learning curve was so steep. I discovered Isadora 
by chance by following a link to the Troika Ranch website and 
downloaded the beta version. I learnt everything quickly (note that 
my previous experience with programming was self taught action script 
- at a basic-medium level) and in three hours I had built a very 
complex patch that performed many different tasks. It's so different 
from the other application that we've been using. First of all you 
get a candy factory and not a candy packet. There are all the basic 
functions one could perform on digital video. And you have them in 
real time, which allows for much more improvisation. I can build and 
modify a patch as we play... it's the Lego for video junkies, 
definitely. Our VJing practice will shift with this tool, because now 
we do much less postproduction and can use video that is more 'raw'. 
For example, in Isadora you can easily bring in live video input of 
clubbers dancing into the overall mix.

And we're producing a live audiovisual show that is the most 
interesting stuff we've been working on so far, and a shift from the 
work in the club environment. It's called 'Cittŕ Invisibili', and 
it's a multiprojection event that will be premiered at the beginning 
of October based on city shots taken in Tokyo, LA, London, Detroit 
and Barcelona. The concept is of the contemporary flaneur fused with 
the poetry of the city jungle. We're preparing many Isadora patches 
to play visual and audio in a very tight relation, and it will be the 
first time that we'll use the application without the backup of other 
programs. Perhaps if one is a very skilled programmer fluent with the 
Quicktime API (application program interface) Isadora would not be so 
useful, but for the rest of us it is. I was a big player with Lego 
years ago, and I can't see the difference. I feel like I am playing 
while trying out things. And after sessions of wild patch cord 
dragging, I have run into consequences of a chained 'effect' that 
were not planned but are very interesting.

Jem Finer: Ever since I first got hold of a computer, probably the 
Sinclair Spectrum in the early 80's, I have been interested in 
programming them to make music. This interest continued and gained 
momentum to the point of my composing a 1000 year long piece of 
music, Longplayer, in 1995. I spent a few years exploring numerous 
possibilities for composing such a piece; artificial life, AI, chaos 
theory, neural nets, interaction with the environment, etc. At first 
the problem was that I had no language to program in, but eventually 
I discovered SuperCollider which I've used pretty much exclusively 
ever since (SuperCollider is an environment and programming language 
for real time audio synthesis in which you can write programs to 
generate or process sound).

For the last two or three years I have wanted to create a visual 
counterpart to the music I make. My live performances are based on a 
symbiotic relationship between my computer, running a library of 
SuperCollider patches I've written, and me. The patches do various 
things to grabbed or streamed input and can run in parallel (up to 
the limit of the cpu). I want to be able to do the kind of things I 
do to audio to visuals, or at least to experiment with that approach. 
It may well be not so interesting as new things I discover. The 
problem has been finding an environment in which to do this. I tried 
Image/ine, but had difficulty with the interface, it wasn’t intuitive 
enough for me (something Steina mentioned earlier). I tried Arkaos 
too (a VJ authoring tool); never tried Nato because I couldn’t get a 
demo, and it was too expensive to buy on spec.

So when Isadora turned up it seemed an answer to a prayer. Intuitive, 
flexible, not too expensive and it produced good quality images. Up 
to now I've had little time to explore it, but enough to know that 
it's worth an investment of time to get to grips with. I've just been 
writing simple patches to explore the objects and interaction between 
them. There are a few things I would like to be able to do that seem 
out of its range at the minute; one is to have a far greater 
interaction with sound. I want to be able to link things to precise 
frequencies for example which involves FFT (fast fourier transforms) 
stuff. The only way at the moment is to write this in SuperCollider 
and convert it to MIDI info to send to Isadora, which may be messy. I 
prefer to run just one thing if I can, but I have a feeling that I 
might need to use Jitter for some stuff. In that scenario I imagine 
using Isadora for any tasks not dependant on anything more complex 
than listening to sound in. It certainly requires less programming 
and the interface is simple and informative, really great. I love the 
simplicity of the stage set up and the rendering possibilities.

Scott: One of my interests with writing up this discussion is to 
provide some insight for those who may be relatively new to software 
like Isadora; so I think what is important is to establish the range 
of different types of environments and contexts the software might be 
used in; from VJing to installation and stage performances. However, 
I also don’t want to misrepresent this field of possibilities by 
implying that Isadora is the only or even the best programme 
available for everything; in fact, there are several cross media 
synthesis programs that take advantage of the possibility to 
manipulate digital video material in real time. So, it’s important 
that both Giorgio and Jem have mentioned other programs including the 
newly available Jitter, which has been created for the Max graphical 
programming environment. Another is Keystroke, which is a media 
mixing multiuser environment and should be mentioned as it is another 
development of Image/ine and Tom Demeyer has been working with that 
team. There are links to these programs provided at the end of this 
article. It is beyond the scope of this conversation to delve too 
deeply into each one or to make any real comparisons. However, I 
think Jean-Baptiste Barričre may be able to offer some interesting 
thoughts on Isadora in relation to some of these other softwares.

Jean-Baptiste: Well, I pretty much have them all and at least tried 
each extensively at some point. I consider them for their respective 
and different qualities and do not want to be restricted to using 
only one, whatever its capabilities. Until I discovered Isadora, I 
used Image/ine controlled by Max, starting from September 1997, for a 
still ongoing series of installations and performances called Reality 
Checks. I first used Isadora for an installation last year called 
"Chasing Wind: the Well of Vanities", presented in the Abbaye of 
Maubuisson, an ancient convent 30 km north west of Paris. In this 
piece, people enter through one side of a large empty room. At the 
center of this room is a sort of well where people can see their own 
image floating, mixed with other images. When they turn around they 
modify these images, as well as the sound in the room. Another image, 
much larger, is projected at the other end of the room on the wall. 
By moving about the space, people are triggering specific sequences 
of images and sounds, elements of texts (mostly extracted from the 
Ecclesiast in the Bible). Generally speaking, this is a very 
meditative installation piece, calling on the viewer to reflect on 
identity and death.

Technically speaking, first one computer is running Max with Cyclops, 
software than can detect people moving around the space by analysing 
the video image of the space. Then this information is transmitted by 
MIDI to another computer running Max to do the mapping between what 
is detected and what I call the 'interactive scenario': what is to 
happen for every 'situation' and succession of situations which I 
call 'trajectories'. This second computer controls with MIDI two 
others running Isadora; each one receiving the video input of a 
different camera: one for the well, the other for the wall. It also 
produces/ synthesizes all the sound, and Isadora is used similarly to 
play previously prepared video materials (with Final Cut and After 
Effects), and process it together with live video capture, mostly 
doing keying and displace.

What I appreciate with Isadora is its clarity and 
straigthforwardness. It is very easy to use, and all sorts of 
interactive ideas can be implemented with it, both very quickly and 
efficiently. It has been growing rapidly and intelligently from the 
original modularization of the Image/ine model, to become an original 
and unique tool. It obviously grows out of Mark’s extensive dual 
complementary experience with music and dance composition needs. It 
has reached a kind of ideal balance between an application and a 
graphical language; that is a very clear and easy one to master. 
Which makes a clear difference with Max for instance, and should 
provide it a distinct audience.

It has been a pleasure to watch it evolve and see Mark's 
responsiveness to users; at the moment he quite literally is 
collaborating with each user. I hope he will continue to be able to 
develop it in the same way that he has been doing until now; without 
losing track of his artistic projects since clearly one activity 
nourishes the other reciprocally. That may be difficult, while he 
stays the only developer or source of novelty. This is why I want to 
encourage him to open the possibility for users to make their own 
modules and/or link external codes such as Photoshop's Plug-ins or 
Director's Xtras. Why not also have for instance Jitter's Pluggins 
inside of Isadora? This would be making the most of the two 
paradigms, would be equally profitable for Isadora and Jitter. This 
is the way in which I would like to see Isadora evolve; to continue 
to offer new ideas related to transformations, control and interface, 
and at the same time allow other artist programmers to insert/ import 
specific code. This would be the most satisfying for users, and 
therefore help to provide a sustained development for Isadora.

Scott: I think this last comment will be challenging for our readers 
who are not so familiar with computer programming. However, it is 
essential to help develop the understanding amongst a broader public 
how a unique software like Isadora, the manifestation of Mark’s 
creative vision and hard work, contributes to an open arena for 
artists to exchange ideas and materials that relate both to the tools 
they use as well as the artworks they will make with them. Thank you 
everyone, thank you Mark for taking part in this conversation.

END/ END/ END/ END/ END/ END

Contact:

Mark Coniglio <troika@panix.com>
Troika Ranch
321 Graham Ave. #4
Brooklyn, NY 11211, USA
t. +1 718 218 6775
f. +1 718 281 8135
w. http://www.troikaranch.org/

Scott deLahunta <sdela@ahk.nl>
Writing Research Associates, NL
Sarphatipark 26-3, 1072 PB Amsterdam, NL
t. +44 (0)797 741 2060
f. +44 (0)870 121 9311
w. http://huizen.dds.nl/~sdela/

Additional Biographies:

Jean-Baptiste Barričre has made studies in the fields of music, 
philosophy and mathematical logic. From 1981 to 1998, he worked at 
Ircam/Centre Georges Pompidou in Paris, France. Besides making his 
own compositions and media installation works, he has worked with 
other artists such as Maurice Benayoun (for whom he composed the 
music of several virtual reality pieces including Worldskin which won 
the Prix Ars Electronica 1998 for Interactive Art) and Peter 
Greenaway. http://www.barriere.org/

Scott deLahunta does research, writing, speaking and consultation 
work related to the impact of new media and information technologies 
on live performance arts practice with a particular focus on dance. 
http://huizen.dds.nl/~sdela/

Jem Finer began playing music in the 1970s, having left university 
with a degree in Computer Science. In 1981, he became a founder 
member of the Pogues, writing, recording and touring for the 
following 15 years. Recent work includes Longplayer, TILT, music for 
Copenhagen Town Square, various recordings for installations, films 
and television and Autodestruct I & II, a live music performance. 
http://www.longplayer.org (Longplayer)

Armando Menicacci has a background in music and dance studies. He is 
the Director of Mediadanse, a research laboratory of Paris 8 
University Dance Department, a member of ANOMOS and of the Rachid 
Ouramdame's dance company "Fin Novembre" and serves as a consultant 
for various art institutions and artists. http://www.anomos.org

Giorgio Olivero and Andrea Clemente (SOFTLY.KICKING) won the VJ 
competition of the ArezzoWave festival (the biggest free rock 
festival in Italy) in 2001. Their current engagements include a 
residency with a crew of famous Italian DJs; several one-off 
clubnights in different locations around; and playing at Fiesta des 
Sud in Marseille in October. http://www.softlykicking.com/

Steina Vasulka is a key figure in the field of ‘video art’ since its 
beginnings. With her husband Woody Vasulka, she has won numerous 
awards, and their collaborative works have been widely exhibited 
internationally. In 1971, they co-founded The Kitchen in New York 
City, the celebrated media arts theatre. Exhibitions of her 
individual work have been seen at festivals and institutions 
including Centre Georges Pompidou, Paris; The Kitchen, New York; 
Museum of Art, Carnegie Institute, Pittsburgh; and the Whitney Museum 
of American Art Biennial, among many others. Steina lives in Santa 
Fe, New Mexico. http://www.artscilab.org

Links:

You can download and read information on the following sites about 
software mentioned in this article and related programs.

Isadora (TroikaTronix):
http://www.troikatronix.com/

Max and Jitter (Cycling 74):
http://www.cycling74.com/

“Putting Max in Perspective" (published in Computer Music Journal, 1993):
http://mitpress2.mit.edu/e-journals/Computer-Music-Journal/EdNotes/Max

Auto-Illustrator (Adrian Ward):
http://www.auto-illustrator.com/

Nato.0+55 (Netochka Nezvanova):
http://www.eusocial.com/nato.0+55+3d/242.0000.html

“A Discussion of NATO.0+55+3d Modular” (Jeremy Bernstein):
http://www.bootsquad.com/nato/index.html

Keystroke (a real time cross media synthesis multiuser environment):
http://www.keyworx.org/

Image/ine (Tom Demeyer):
http://www.image-ine.org/

SoftVNS (David Rokeby):
http://www.interlog.com/~drokeby/softVNS.html

Supercollider
http://www.audiosynth.com/

Arkaos
http://www.arkaos.net/
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