(Routledge Advances in Theatre & Performance Studies) Steve Gibson, Stefan Arisona, Donna Leishman, Atau Tanaka - Live Visuals - History, Theory, Practice-Routledge (2022)
(Routledge Advances in Theatre & Performance Studies) Steve Gibson, Stefan Arisona, Donna Leishman, Atau Tanaka - Live Visuals - History, Theory, Practice-Routledge (2022)
sound and image. It charts a historical course that is long overdue. The book
brings together an impressive array of voices that in combination mix historical
context, theoretical analysis, and ref lections on contemporary practice, to great
effect. It is an invaluable resource for audio-visual students and scholars and
makes a very significant contribution to intellectual debate in this field.”
Professor Stephen Kennedy, Professor of Critical Theory
and Practice, Greenwich University
“Live Visuals presents a timely historical and conceptual overview of the art and
design of live media. Featuring the work of the early pioneers to some of today’s
leading designers of spatial media, Live Visuals offers a framework for creative
practitioners and students of the art of immersive visual experiences.”
Damien Smith, Creative Partner, ISO, http://isodesign.co.uk/
LIVE VISUALS
This volume surveys the key histories, theories and practice of artists, musicians, filmmakers,
designers, architects and technologists that have worked and continue to work with
visual material in real time.
Covering a wide historical period from Pythagoras’s mathematics of music and colour
in ancient Greece, to Castel’s ocular harpsichord in the 18th century, to the visual music
of the mid-20th century, to the liquid light shows of the 1960s and finally to the virtual
reality and projection mapping of the present moment, Live Visuals is both an overarching
history of real-time visuals and audio-visual art and a crucial source for understanding
the various theories about audio-visual synchronization. With the inclusion of an
overview of various forms of contemporary practice in Live Visuals culture – from VJing
to immersive environments, architecture to design – Live Visuals also presents the key
ideas of practitioners who work with the visual in a live context.
This book will appeal to a wide range of scholars, students, artists, designers and
enthusiasts. It will particularly interest VJs, DJs, electronic musicians, filmmakers,
interaction designers and technologists.
Steve Gibson is an interactive media artist and audio-visual performer. He has presented
at many world-leading venues, including Ars Electronica, Banff Centre for the Arts,
the European Media Arts Festival and Cabaret Voltaire. He is an Associate Professor in
Innovative Digital Media at Northumbria University, Newcastle, UK. www.telebody.ws
Stefan Arisona is a computer scientist and artist with interests in computer graphics,
extended reality, urban planning and digital art. He is a member of the Scheinwerfer
VJ collective and leads XR software development at the Esri R&D Center Zurich,
Switzerland. https://robotized.arisona.ch
Donna Leishman is a media artist, designer and researcher. Recent works include an
AR project To Have & To Hold and Front, a modern cautionary tale about social media.
She is an Associate Professor in Communication Design at Northumbria University.
http://6amhoover.com
This series is our home for cutting-edge, upper-level scholarly studies and edited
collections. Considering theatre and performance alongside topics such as reli-
gion, politics, gender, race, ecology, and the avant-garde, titles are character-
ized by dynamic interventions into established subjects and innovative studies
on emerging topics.
Deburau
Pierrot, Mime, and Culture
Edward Nye
Performance at the Urban Periphery
Insights from South India
Cathy Turner, Sharada Srinivasan, Jerri Daboo, Anindya Sinha
Australian Metatheatre on Page and Stage
An Exploration of Metatheatrical Techniques
Rebecca Clode
Functions of Medieval English Stage Directions
Analysis and Catalogue
Philip Butterworth
Live Visuals
History, Theory, Practice
Edited by Steve Gibson, Stefan Arisona, Donna Leishman and Atau Tanaka
The Celestial Dancers
Manipuri Dance on Australian Stage
Amit Sarwal
Typeset in Bembo
by Apex CoVantage, LLC
CONTENTS
List of Contributors x
Acknowledgements xii
PART I
The History of Live Visuals 7
PART II
The Theory of Live Visuals 133
PART III
The Practice of Live Visuals 287
PART IV
Interviews With Key Practitioners 375
Afterword 450
Steve Gibson
Index 453
CONTRIBUTORS
Christopher Thomas Allen is the founder and director of The Light Surgeons,
London. The Light Surgeons are renowned for their experimental films, instal-
lations and live cinema performances. They work across the disciplines of audio-
visual production on projects that blur the boundaries between research, film,
music, art and live performance.
Tony Hill is a pioneer of expanded cinema and has presented his work at many
art galleries and in film festivals worldwide. He has been working as an artist
filmmaker since 1973, usually taking on all aspects of production, including
developing and building his own equipment.
Joseph Hyde has directed the Seeing Sound Symposium since 2009. His sound
and audio-visual works have been performed worldwide. He often works with
collaborators – scientists, engineers, artists and dancers/choreographers.
Lukas Treyer holds a master’s degree in architecture from ETH Zurich, Switzer-
land. His main interests are in improving the usability of tools in urban planning
and architectural design.
ACKNOWLEDGEMENTS
For allowing us to use their images as figures, the authors would like to thank
these organisations and/or artists:
Julian Abrams
Cory Arcangel
ARTSITE IN for Ronald Nameth
George Barber
Christopher Bauder
Will Bauer
Valerio Berdini for Amon Tobin
Jean-Paul Berthoin for Coldcut
Matt Black for Coldcut
BlackMagic for the Fairlight CVI
Nate Boyce for Oneohtrix
Acknowledgements xiii
Luc Courchesne
Char Davies
Draxtor Despres and Jo Yardley
Martina Eberle
First Sounds Project
Garagecube for Modul8
Matthias Gubler
The Collection of Historical Scientific Instruments, Harvard University
Caroline Hayeur
Markus Heckman
Isabela Herig for KAWS studio
Greg Hermanovic
Tony Hill
Martin Howse
Ryioji Ikeda
The Joshua Light Show
Joerg Jewanski
The Klip Collective
Tom Kuo
Ruedi Kuchen for Scheinwerfer
Kunsthalle Bremen for the Paik-Abe Synthesizer
Alan Kwan
Rik Lander and Peter Boyd Maclean for the Duvet Brothers
The Light Surgeons
Rafael Lozano-Hemmer
Thor Magnusson
Bryony McIntyre
Alex McLean/Shelly Knotts
Peter Mettler
Rob Mullender
National Film Board of Canada for Norman McLaren
Paul Nicholson for Aphex Twin
Colin Nightingale & Stephen Dobbie (A Right/Left Project) and James
Lavelle (UNKLE)
Jérôme Noetinger
The Norton Simon Museum for Paul Klee
alva noto/Carsten Nicolai
NoTV
Novak Collective
Robin Parmer
Robert Pepperell for Hex
Ivan Picelj
Gabriela Prochazka for Konx-Om-Pax
Jason Rhoades
xiv Acknowledgements
Don Ritter
Babycakes Romero for Massive Attack
Jeffrey Shaw
Andrey Smirnov
Damien Smith for ISO
Stefan Solf for Plastikman/Richie Hawtin
STEIM
Superf lux
Ivan Sutherland
Universal Everything
Susana Valadas
Stuart Warren-Hill for Hexstatic
James and John Whitney
Richard Winchell
INTRODUCTION
The Long History of Moving Images
Becoming Alive
Steve Gibson
immersive art, projection mapping – are also covered in detail, along with the
key artists associated with these movements.
It should be stated at the outset though: this book is not a detailed history
of the individual movements (such as visual music, expanded cinema or VJing)
addressed within its borders. There are excellent books that cover those histories
in great detail, such as Kerry Brougher, Jeremy Strick, Ari Wiseman and Judith
Zilczer’s Visual Music: Synaesthesia in Art and Music Since 1900; Adriano Abbado’s
Visual Music Masters; Gene Youngblood’s Expanded Cinema; and D-FUSE’s VJ:
Audio-Visual Art + VJ Culture; amongst many others. While understandably not
totally comprehensive, Live Visuals: History, Theory, Practice presents a broad and
diverse overview of the key figures, technologies and artistic developments in
the long history of images becoming alive.
In addition to the lack of a coherent documented history in one locale, there
has been a dearth of comprehensive theoretical analysis of Live Visuals in one
easily accessible source. This is due to a number of factors, but most obviously
the diverse forms of Live Visuals production have made the task of document-
ing consistent theoretical discussions of Live Visuals a complex one. These are
often pursued in (somewhat) fragmented disciplines such as music technology,
digital media, film and media theory, computing and design and in conferences/
festivals such as New Interfaces for Musical Expression (NIME), the Interna-
tional Symposium on Electronic Arts (ISEA), Ars Electronica and many others.
Theories surrounding structure, narrative, aesthetics and form in Live Visuals
are key issues that are addressed in this book, particularly by Joseph Hyde in
Chapter 6 and Léon McCarthy in Chapter 8. The book also brings together
chapters from key practitioners working in diverse areas of Live Visuals produc-
tion, from audio-visuals, to VJing, to live cinema, to architecture, to design.
We also include interviews with key Live Visuals practitioners and researchers,
including figures as diverse as expanded cinema pioneer Tony Hill, Light Sur-
geons Director Chris Allen and the founder of Derivative, Inc. (makers of the VJ
software TouchDesigner) Greg Hermanovic.
The role of Live Visuals is not merely that of entertainment but also of
deep social participation which, based upon an immersive physical experience,
emphasises a sense of cultural belonging, common identity, technological won-
der and sensory immersion. The earlier history of audio-visual culture, at least in
Western society, has commonly been centred around what is commonly referred
to as ‘art’ or ‘high’ culture (i.e. fine arts, ‘classical’ music), as well as scientific
and quasi-scientific notions that informed the development of an immersive and
interactive approach to the image (see Chapter 1 for a detailed discussion of
this). As the 20th century dawned and unfolded, various forms and movements
as diverse as the visual music film, Fluxus and pop art broke down the barriers
between art culture and popular culture, so much so that today the bound-
ary between the two now is uncertain and f luid. Live audio-visual culture has
undoubtedly played a continuing role in this uninhibited mingling, and this is
documented extensively in this volume.
As discussed by the author in Chapter 13, the long history of the immersive
image can be traced back (at the least) to theories such as Leon Battista Alberti’s
theory of vanishing point perspective in the 15th century, as well as the resulting
inf luence of this theory on the development of immersive spaces by painters such
as Masaccio, who employed Alberti’s vanishing point theory to create detailed
and immersive frescos in churches and chapels. Similarly, as discussed by Simon
Schubiger, Stefan Arisona, Lukas Treyer and Gerhard Schmitt in Chapter 14,
devices such as the camera obscura in the 15th century and the magic lantern in the
16th century point to a desire to create magical illusions that immerse viewers
in a real-time experience of fantastical visual environments. These experiments
were continued in the 18th and 19th centuries, including the various colour and
light organs discussed in Chapters 1 and 2 by McDonnell and Gibson, as well the
other multivarious devices discussed in Chapters 3, 4 and 5 by Gibson, McCar-
thy and Paul Goodfellow. Specialist audio-visual performance technologies were
employed throughout the 20th century (and into the 21st), many of which con-
sisted of repurposed technologies that were used in one context but transported
to another (i.e. overhead projectors that were originally used in the classroom
were repurposed by live visual artists in the 1960s to mix coloured oils live at
music concerts – see Chapter 3 for more on this).
The long history of images becoming alive is far deeper, more varied and far
lengthier than even this author realised when beginning to research for this under-
taking. Certainly, there can be no doubt that there is a rich history of the per-
formed image, and this book makes clear that there is much more to Live Visuals
than just club VJing and projection mapping, even though those are arguably the
two most visible examples of the performed image in general public consciousness.
Notes
1 Oliver Grau, Virtual Art: From Illusion to Immersion (Cambridge, MA: MIT Press, 2003),
238.
2 Cretien van Campen, The Hidden Sense: Synesthesia in Art and Science (Cambridge, MA:
MIT Press, 2007), 1.
PART I
Maura McDonnell
Introduction
This chapter focuses on examining some of the pertinent activities of this pre-
1900 historical period. In a fascinating and intricate narrative thread that runs
from Greek antiquity to the present day, the 18th- and 19th-century effort
to correlate and combine sound and colour led to the significant invention of
colour-music performance instruments. As an early art-science development
based in the theories of optics and, to a lesser extent, acoustics, it led to the
emergence of new hybrid art forms. Many activities sought to theoretically and
physically correlate properties between the hearing of sound with the seeing of
colours, and several historical authors correlated colour hues with musical tones.
An overarching term, the colour-tone analogy1 describes the various versions of
such correlations. Subsequently, there were several declarations of a new colour
music art made by inventors that were then taken up by artists and musicians in
the 20th century. Today’s technologies facilitate the integration of the optical
and the acoustic, facilitating the most diverse possibilities and permutations for
combining images and sounds, where the optical and the acoustic have become
a type of malleable material from both a conceptual and technical point of view.
Digital technology, as Dieter and Naumann note, “has rendered the optical and
acoustic de facto calculable, transformable, and manipulable at will.”2 The his-
torical efforts accounted for here, however, demonstrate that our contemporary
audio-visual culture and audio-visual performative practices of the 20th and 21st
centuries, in all the variable methods, thought and technology, are rooted in a
past that had similar interests.
In this chapter, the significance of the colour-tone analogy will be traced
from its theoretical and mathematical underpinnings to the emergence of vari-
ous authors’ technical proofs and unique instrument inventions that attempted
DOI: 10.4324/9781003282396-3
10 Maura McDonnell
of music.”12 The quantity that Aristotle applied the number relation to was that
of brightness, or as was said then, translucence. Aristotle’s system of tonal pro-
gression of the colour species is based on the principle of how much brightness
emanates from an object to give us the particular shade or hue of a colour, and
he states: “It is therefore the Translucent, according to the degree to which it
subsists in bodies (and it does so in all more or less), that causes them to partake
of colour.”13 Aristotle identified seven fundamental colour species, with white
and black at the outer bounds and of which the five intermediate colours: yellow,
scarlet, purple, green and deep blue, are arranged in a geometrical proportion-
ate relation between the parts black and white in the hue, with red having more
black in it and yellow having more white. In other words, his arrangement of
the main colours is based on a distinction of shade,14 with the two quantities of
light (white) and dark (black) in the colour expressed as a geometric ratio that
represents their proportions.
The principle of consonance operated in this balance between dark and light.
The most pleasing consonant colours have a simple whole number ratio. The
proportions of white or black in the colour are compared to the musical intervals
of a fourth (4:3) and a fifth (3:2). In a passage of text in De anima, 439b-440a,
Aristotle explains that the most agreeable colours are in analogy with the ratios
of concords in music:
It is thus possible to believe that there are more colours than just white and
black, and that their number is due to the proportion of their components;
for these may be grouped in the ratio of three to two, or three to four, or
in other numerical ratios, or they may be in no expressible ratio, but in an
incommensurable relation of excess and defect, so that these colours are
determined like musical intervals. For on this view the colours that depend
on simple ratios, like the concords in music, are regarded as the most attractive,
e.g., purple and red and a few others like them – few for the same reason
that the concords are few – while the other colours are those that have no
numerical ratios.15
From the 13th century onwards, the idea of the same harmonious proportions
occurring in the sounds that please the ear and the colours that please the eye
continued into theoretical texts,16 and several philosophers based their arrange-
ments of colour on similar divisions to Aristotle’s seven colours, with black and
white at the two extremes from which, and in between, all the rest of the colours
are compared. Rolf G. Kuehni notes that the selection of seven main colours
“had an additional purpose: to show congruence with the then well-established
musical scale of seven tones,”17 and further explains that this relates to a belief in
“the possibility of a law of colour harmony comparable to that of musical conso-
nance.”18 The Renaissance thinkers investigated further the mathematical basis
of nature and believed that the mathematical relationships in a phenomenon are
Inventing Instruments 13
pre-existing, and even though our senses may only come to know events one by
one, these mathematical relationships are there, awaiting to be discovered. Mor-
ris Kline explains that for Renaissance thinkers, the “universe was likened to a
mathematically and harmoniously designed machine in which the mechanical
action of forces of the motion of objects in space and time obey mathematical
laws and the realities of shapes in space or motion in space and time could be
expressed mathematically.”19
They thus turned their attention to examine not just static objects and shapes
but also the motion of objects in space and time. Shapes in space and motion in
space were considered to be an integral part of the concept of extension and, as
expounded by René Descartes (1596–1650), an important property of all moving
realities.20 Descartes’s theory of colour relates to the conception of the mechani-
cal properties of the constituent particles of a concept of the aether, a pervasive
medium, that is continually in motion. The various perceived colour hues are
given their distinct colour species by a state of rotation that corresponds to angu-
lar velocities of the aether,21 so that this results, for example, in “the particles
which rotate most rapidly giving [rise to] the sensation of red, the slower ones of
yellow and the slowest of green and blue.”22
that a circular beam of sunlight or white light, when it passes through a small
hole and is collected by a lens and focused on a prism, produces an elongated,
round-edged, oblong shape and not a perfect circle of light, hypothesising that
the projected image ought to be round if the rays were equally refracted 35 (see
Figure 1.2). The shape consists of several rays of light that arrive at different
places in the shape, according to their length, and this is why the shape has an
elongated appearance.
Newton states: “Light which is different in colour, differ also in degree of
refrangibility and The Light of the Sun consists of rays differently refrangible.”36
Newton demonstrated that the physical element in colour is a set of wavelengths
that the eye receives and understands as colour.37 Up to the time of Newton’s
experiment, it was generally thought that colours were mixtures of light and
darkness and that prisms imparted colours to light. Newton’s experiment proved
this incorrect, and he demonstrated that it was the interaction of the object with
light that creates the colour of the object and not the object itself.38
From this initial experiment, Newton identified that white light consisted
of five distinct wavelengths. Each of these wavelengths corresponded to a per-
ception of a distinct colour species, and therefore, five colours were identified,
and these were red, yellow, green, blue and purple. In subsequent experiments
he identified seven wavelengths corresponding to the perception of seven dis-
tinct colours. These colours were deemed to be the principal colours of the
spectrum.
Newton’s interpretations of the results of his experiments were disputed by
his contemporaries, especially by Robert Hooke,39 which led to Newton provid-
ing even more improved and detailed descriptions of his experiments and results
in order that the findings would not be misunderstood. Interestingly, Hooke
used an acoustic analogy to dispute Newton’s theory that colours were rays of
light within white light and comparing it to whether the vibrations of a string in
a monochord have motions dormant within it, and so, by analogy arguing how
light could have all the colours in it.40 Newton addressed Hooke’s criticism in his
second optical paper of 167541 by including a detailed music-to-colour analogy
to demonstrate and reason that “the seven bands of colour in the spectrum have
widths in the same harmonic ratios as the string lengths on the monochord that
produced the musical scale,”42 dividing the spectrum in the manner of a musical
FIGURE 1.2 Illustration of the spectral oblong shape PT to the left of this diagram,
from The First Book of Optics, Part 1 (1718). Public Domain, edited by
Maura McDonnell.
16 Maura McDonnell
chord. Newton also adds two more colours, orange and indigo, to the spec-
trum of colours to make up seven principal colours. Commentators have noted
that Newton was susceptible to a colour-tone analogy because he had a philo-
sophical leaning towards a mathematical universal law of nature and appeared
to be answering Hooke’s criticism by demonstrating a colour-tone analogy in
his experimental results. Newton had learned about music harmony mainly for
mathematical reasons and “throughout his life retained a belief in the musica mun-
dana, or universal harmony of the world.”43 Thus, as Olivier Darrigol notes, “he
assumed that colours and tones obeyed the same rules of harmony.”44
One of Newton’s early diagrams to illustrate the correspondence of the bands
of colours with the seven notes of a Dorian mode scale (see Figure 1.3) takes the
lines separating two different colours and places them at the frets of a monochord
to yield the notes of a music scale.45 Penelope Gouk points out that what mat-
tered for Newton about using this Dorian music scale was its symmetry, as the
Dorian mode scale is a symmetrical one, as the pattern of tones and semitones are
the same both ascending and descending.46
Darrigol explains how the diagram yields the colour-to-tone analogy:
FIGURE 1.3 Isaac Newton’s spectrum with bands of colour compared to the notes of
a musical scale (colours have been added by the author for illustration
purposes). The line from P to Z represents the length of the string, the
line from y to z represents the octave and the various points of colour
bands denoted from E to M are aligned to the musical scale notes from
Sol to Sol.
Source: Creative Commons. https://gallica.bnf.fr/ark:/12148/bpt6k3362k/f107.item
Inventing Instruments 17
I found that the Observations agreed well enough with one another, and
that the rectilinear sides MG and FA were by the said cross lines divided
after the manner of a musical Chord. Let GM be produced to X, that MX may
be equal to GM, and conceive GX, λX, ιX, ηX, εX, γX, αX, MX, to be
in proportion to one another, as the numbers, 1, 8/9, 5/6, 3/4, 2/3, 3/5,
9/16, 1/2, and so to represent the Chords of the Key, and of a Tone, a third
Minor, a fourth, a fifth, a sixth Major, a seventh, and an eighth above that
Key: And the intervals Mα, αγ, γε, εη, ηι, ιλ, and λG, will be the spaces
which the several Colours (red, orange, yellow, green, blue, indigo, violet)
take up.51
An even more detailed diagram was provided of the colour-tone analogy in New-
ton’s circle of colours (see Figure 1.4), also published in Opticks. The colour circle
represents many of the findings and measurements of the characteristics of colour
from many of his optical experiments. The musical scale goes from the note D
to D around the circumference. The various unequal proportions of colour are
represented in different-sized arc subdivisions that ref lect the geometric propor-
tions of the intervals of the music scale and the proportionate amount of space
each colour species occupies in the spectrum, as represented by small discs placed
under each colour. A type of closure is suggested in the circle of colours, where
the end and beginning colours of the spectrum are similar in colour perception –
that is red and violet – and hence emulates the octave of the musical scale. The
aim of the circle of colours is to also demonstrate rules for determining a colour
produced by “the additive mixing of coloured lights,”52 and it provides a means
to “plot mathematically the location of any mixture”53 in relation to white and
their mixture. This circle also models information about the various gradations
of intensity of a colour from white light to the fullest intensity and provides
a quantitative measure of the colours’ distance from whiteness.54 Newton had
found that not only can the spectrum be split to produce all the coloured lights,
so too can the coloured lights be reconstituted to make white light.
18 Maura McDonnell
FIGURE 1.4 Newton’s circle of colours published in Opticks (1704) book 1, part 2,
Figure 11, with colour added in by the author and the ratios of the music
scale added in, taken from David Brigg’s article on the dimensions of
colour.
Source: This diagram is adapted by Maura McDonnell to incorporate colour and ratios. This image
has been adapted from this one in the public domain: https://commons.wikimedia.org/wiki/
File:Newton%27s_colour_circle.png
White light is represented by the letter ‘O’ in the centre of the circle. From his
“Colours of Thin Plates” experiments, also presented in Opticks, Newton had
observed that opposite colours can be produced by transmitted and ref lected
light,55 and this is also depicted in the circle, which we now know as comple-
mentary colours. He had also found that mixing the rays of light or superimpos-
ing two coloured lights can produce a colour perceptively similar to another
colour56 and that if two of the principal coloured lights are mixed, they yield a
type of off-white, or neutral-type colour.57
In the diagram, a colour ‘Y’ is the result of a mixture of colour that is worked
out mathematically and proportionally to a centre of gravity ‘z,’ along the radius
‘OY’ representing the relation of the colour mixtures to each other and to white
light; thus, the “ratio Oz/OY gives the ‘fullness or intenseness’ of the colour.”58
As is noted by Shamey and Kuehni, the colour circle was, “if lacking the non-
spectral colours, an early representation of what became centuries later, in a
modified form, the chromaticity diagram.”59
older (Dorian) modal scale.64 Castel nonetheless did not agree that the tone C
should correspond to the colour violet because violet was a colour that can come
from mixing red and blue or that the tone D should be the fundamental tone and
the starting point for the scale. Castel, in other words, was trying to resolve the
sequence of colour in the spectrum from red to violet to the principles associ-
ated with mixing colours, assigning the most stable primary colours in dominant
positions in relation to music and the compound colours produced from mixing
the primary colours to intermediary positions in music. In the music scale, the
most stable intervals were the tonic, dominant fourth, and so, in his arrangement
Castel sought to align these musical configurations to the three primary colours
of red, blue and yellow (see Figure 1.5).65
For Castel, blue had to be the fundamental colour-tone because it was a more
stable colour in terms of mixing. It also was the colour of the sky, where we
see all colours in nature against it, and therefore it was a basse fundamentale of
nature.66 The tone C was a fundamental tone in music according to Castel, and
so his colour-tone scale started on the note C and not on D, as in Newton’s scale.
Castel used the C major scale and not the Dorian scale, which Newton used in
his analogy.
Castel went on to devise a chromatic colour-tone scale system, comprising
12 colours representing an analogy with the 12 tones of the chromatic musi-
cal scale, ordered with reference to what he calls “natural colours,” “artifi-
cial colours” and “natural order of tones,” that is, primary colours and those
colours that result from a mixing of primary colours in correspondence with
the notes of the music.67 Maarten Franssen remarks that Castel believed that
the discernment of the 12 musical tones and colours are discerned from a
continuum of all possible sounds within the octave and of all possible colours
within the spectrum. Castel’s final chromatic colour-to-tone result consisted
of the notes of the C major scale ordered to the following colours in succes-
sion: blue, celadon, green, olive, yellow, fallow, nacarat, red, carmine, violet,
agate, violaceous.68
Castel’s ocular harpsichord was conceived of as not only an extension of this
colour-tone analogy but also as a means to make the alliance between colour and
music physically present in a display of the harmonic form of colour suggested
in the colour-tone analogy, and thus the device was conceived to demonstrate
a scientific principle. This demonstration could subsequently both support the
theory underpinning the instrument and enable the instrument to make visual
the theories of colour by enabling the actual musical keys of a keyboard to facili-
tate the ‘playing’ of the corresponding colour. This must have been extremely
exciting for Castel, for, as he writes, the major advantage and possibility of such
a device would be that it “gives to the colours, apart from their harmonic order,
a certain vivacity and lightness which on an immobile inanimate canvas they
never have.”69 Yet from the beginning in his thinking and thoughts about this
instrument, Castel observed and noted other aesthetic possibilities for this instru-
ment that could bring a kind of moving art of colour, hitherto unseen, into
existence. This is why Castel believed and imagined that by arranging colours
in an analogous way to the arrangement of musical tones, such could be appreci-
ated “so that a whole new form of art would emerge, a music of colour.” 70 From
this time onwards the ocular harpsichord, as it progressed as an idea, was also
intended to be designed to facilitate the display and performance of colour in
a colour harmony that was equivalent to music harmony, what Castel named a
colour music. An unknown author writes in 1757 that the ocular harpsichord
contained the pre-figured possibility of an appeal to the visual senses in analo-
gous fashion to the auditory senses that comes from listening to music; referring
to Castel, the author writes:
Several scholars have given an account of Castel’s ocular harpsichord and its impact
and legacy on the science and music community of his time and after,72 and it is
noted in the literature that no actual, definitive design blueprint was ever provided
and that the evidence for the actual construction of an instrument is not very clear.
However, we do know that Castel was engaged in the ocular harpsichord project
in its design, in arguments for its proof, in the build of demonstration models and
in demonstrations of these models for a large period of his life, from 1725 to 1754.
Castel announced the invention of such an instrument in 1725 in the Mercure de
France,73 but again this is only in terms of a proposal and a question into the pos-
sibility of what this ocular harpsichord will produce.74 Explaining what this instru-
ment is and stressing what it can and will demonstrate, Castel writes:
In 1726, Castel continues to develop his argument for such an invention by pro-
viding a set of geometrical demonstrations of the universality of its statements.76
These geometrical arguments were a set of propositions rather than being mathe-
matical proofs,77 and the geometrical arguments were further extended in 1735.78
He wrote his manuscript L’optiques des Couleurs in 1740,79 addressing the problem
of how to devise a colour scale system that facilitates or reproduces a mapping
to the range of tones in music across octaves. He solved this by creating a series
of ‘chiaroscuro units’ (light and dark) for each colour that results in the possibil-
ity of having the lighter or darker colour of each primary colour available at the
octave positions of the musical scale.
In 1734, Castel presented a more advanced model of the instrument, even
though he did say that it is “necessarily imperfect.”80 He provided a vague account
of this model and the music-to-colour correspondences that he employed. The
colours could be played individually or in combination, and the interval between
each individual colour corresponded to the interval between the tones. Playing
Inventing Instruments 23
Do you want blue? Put your finger on the first key to the left. Do you
want the same only I degree lighter? Touch the 8th note. If you want it 2
degrees, or 3 degrees . . ., touch the 15th, or 22nd, or 29th, or the last to
the right. If you want blue-green, touch the first black to the left. Do you
want red, and which red? Crimson-red? That is the 4th black. You have
only . . . to know your clavier and know that blue is C and red is G etc.
This you can acquire with three days practice.81
but believed to be Castel’s pupil, a friend and assistant,82 describes the 1730s
trial demonstration model as having consisted of coloured slips of paper behind
cartridge paper that were raised and revealed when the finger pressed the keys of
the harpsichord. A fully realised model at a public exhibition in London is also
described. In this model, coloured slips of paper were replaced with glass and
lamps. Mason notes that this demonstration model “comprised a box with the
usual keyboard in front and about 500 candles lit from behind a series of 50 glass
shields which faced back toward the player and viewer. When a key was pressed
the glassed opening was supposed to shine from the transmitted rays of a bit of
‘colour lightning.’”83
Castel did gain some celebrity from pursing his project of writing about the
design of the ocular harpsichord and also gained some ridicule from those who
did not support it as an instrument or support his suggestion of a new colour
music art. A caricature drawing by the artist and draftsman Charles-Germain de
Saint-Aubin (1721–1786), for instance, depicts Castel performing on what is
considered to be the 1730 version of his clavecin oculaire invention in 1740–c 175784
(see Figure 1.6). Unfortunately, this appears to be the only graphic we have of
Castel’s ocular harpsichord: it is not ideal, but it is an image from its time.85
What is of most interest here is the aesthetic extension of the colour-tone
analogy that Castel writes about in the passages of his writings that depict
more imaginative possibilities for the instrument, which were often dismissed
and ignored by commentators as being just that – his imagination and not
of any relevance to the field of physics, philosophy or music. Luckily, for
audio-visual performance and visual music artists today, such passages are
an absolute delight, and they provide great evidence that Castel really did
see the possibilities of a new art that was more than a mechanical art of com-
bined harmonious colours and sounds, but one that could marry music with
an intensely imaginative mobile visual display.86 For example, in his early
experiments with prisms, Castel really enjoyed the colour light spectacle that
ensued, recalling:
One day, when the sun was shining brightly, having shut all windows of
a room and having placed four or five prisms in front of some holes that
I had made in the shutters, making them turn incessantly, I watched on
the opposite wall a moving tapestry which, without any other concert
of harmony, presented me with the most agreeable spectacle that I could
remember having ever seen or heard.87
Castel refers to the life of movement that could be obtained by using various
ref lective jewels, light sources and mirrors:
For example, one could make the colours themselves from true jewels . . .
the greens with emeralds, the reds with garnets, rubies, carbuncles, etc.
And what brilliance and lustre would not such a spectacle bring to light in
Inventing Instruments 25
every part, sparkling like the stars, with jacinths followed by amethysts, then
rubies, etc., by the light of torches in an apartment furnished with mirrors? It
would be an infinitely brilliant object, a sort of immobile decoration where
everything would be varied. But what would it be if animated and given a
type of life through movement, a regular, measured, harmonic, and lively
movement? It would be charming, an enchantment, a glory, a paradise!88
In this description, Castel refers to a play of all sorts of figures, from human, to
nature, to animals, to allegorical figures and geometric figures, even thinking
of a play of landscapes and scenes. It is this idea of “a play of ” that is most inter-
esting, as it suggests the possibility of a moving image, “a type of life through
movement,” to accompany a music concert, for, as he writes:
One could make a play of all sorts of figures, human and angelic animals,
f lying creatures, reptiles, fishes, four-footed beasts, even geometric fig-
ures. One could, by a simply play demonstrate all the concord of Euclidian
elements. One could make a play of fantastic figures, of hippographs, of
centaurs, etc., allegorical figures, muses, dryads, naiads, etc. Or one could
make a play of f lowers, taking the rose for the colour rose, the coxcomb for
the purple, the violet for the violet, jonquils for the yellow, marigolds for
the gold, so arranged that each stroke of the hand on the keyboard would
represent a f lower-bed, and the result of playing would be a moving diver-
sity of animated f lower-beds.89
It is of course without doubt that the origins of Castel’s ocular harpsichord idea
had, in his own time, a variety of purposes and reasons to be invented, the
most pertinent one being as a demonstration and proof of a scientific reasoning
about the validity of a colour-tone analogy. As an instrument, however, it was
between science and art. Castel wanted to make the play of colours with such an
instrument as rational as possible in order that some universal principles could
be ascertained in its wonderment, and thus advance a science of colour music in
analogous fashion to advances in either visual art or music science. It was none-
theless left to other inventors after Castel to succeed in devising such practical
designs and plans for a physical instrument that explored a colour-tone analogy
and colour music.
orange, yellow, green, blue, purple, violet and back to red. The colour music
scale was different from Castel’s and more like Newton’s scale reversed. Krüger
also did not agree that a physical analogy between light and sound made the
perception of it pleasurable, nor agreed with the approach that Castel had taken
in the presentation of the colours. For Krüger, it was the distinguishing of conso-
nance from dissonance which supported the pleasing aspects of sound and image,
and this was a psychological phenomenon.91 He found some of Castel’s colour
harmony results, such as the colours that corresponded to the interval B-C, as
dissonant.92 He also did not agree with the lack of facility for the blending of the
colours in Castel’s instrument, as Castel’s colours followed a more melodic path.
This only enabled the colours to be played in sequence, and hence there was no
opportunity to see the harmonic aspects of colour. Krüger was also interested in
providing a solution to facilitate a more harmonic sense of colour and to facilitate
the simultaneous mixing of colour. In his instrument design plan, he wanted to
provide a means for blending colour tones into chords of colour. Krüger came to
call his instrument an ocular harpsichord and writes:
Anyone observing the beautiful colours that arise in the prism is easily led
to the insight that it might be possible to delight the eye by the alternation
and blending of the seven colours just as much as the ear by the seven tones.
I have sketched such a machine . . . which is not unworthy of the name of
ocular harpsichord.93
Krüger’s ocular harpsichord design provided a way to mix colours when the
relevant musical key was pressed by having a means to control the size of the
display of coloured glass in front of a light beam coming from a candle in cor-
respondence with whether the pitch was low or high sounding. It thus was able
to control the projection of coloured light into a concentric circular form (see
Figure 1.7).94
The circular form, projected onto a background wall, was where the colour
blending, and thus the harmony chords, were produced. Thus, Krüger had facili-
tated a way to control the projection of coloured light to control the placement
and output of the light into a singular form (the circle), with colour placements
and colour blending at the various concentric circles. His instrument facilitated
this by making a series of peep holes, covered with different coloured glass and
lenses, that were sized and combined for each key of the keyboard and lighted
from behind using candles. The beams of light were projected onto one point.
When the key was pressed, a lever pushed a circular piece of glass onto the
beam, thus making a circular projection of coloured light on the wall. Franssen
describes how colour chords were formed by having different sized glass circles
for each key of the keyboard:
FIGURE 1.7 Johann Gottlob Krüger’s diagram depicting the design of the ocular
harpsichord (1743).
Source: Public Domain. https://books.openedition.org/aaccademia/docannexe/image/2146/img-2.jpg
visualize a colour chord, showing the root of the chord as a primary colour
along the circumference of the projected circle and an array of increasingly
superimposed colours towards the centre.95
FIGURE 1.8 Edmé-Gilles Guyot’s illustration of his musique oculaire invention in his
book, Nouvelles récréations physiques et mathématiques (1770).
Source: Public domain.
Inventing Instruments 29
colour-tone analogy and a particular music tune are painted onto thin paper
onto horizontal lines, with six measures of musical time per line and a total of 30
horizontal lines. As Hooper writes, this cylinder is “covered with double pieces
of very thin paper, painted on both sides with the colours that are to represent
the musical notes.”99 The colour score is thus read from left to right in succession,
“in conformity to the notes of the tune that is to be expressed.”100 The dura-
tion of the musical notes is represented in the length that each colour occupies
within the measure. This paper is then pasted onto the inside cylinder of the
instrument. The cylinder is 18 inches long, with the top end open and the bot-
tom attached to a freely turning screw, with a wheel attached to turn the screw
and adjust the height position of the cylinder, allowing it to be levered up and
down. This movement is to facilitate the presentation of the colours in time. The
cylinder subsequently is placed inside an encasing, a box with eight small aper-
ture openings. The openings then allow the inside cylinder to come into view
as it is levered up and down on its axis. By placing this colour music sheet into
the moving cylinder, the apertures on the cylinder are designed to only show
the colourific representation of the musical note or notes that are happening at
a particular time in the music tune. The instrument needs to move up or down
in order to read the successive horizontal lines of colour information. This strip
of paper represents the colours of the music being expressed. Colours are also
represented in various shades to represent higher and lower pitches of the music,
as can be seen in the topmost graphic in the illustration of the instrument.
FIGURE 1.9 One of Bainbridge Bishop’s colour organs discussed in his essay “A
Souvenir of The Color Organ, with some suggestions in regard to The
Soul of The Rainbow and The Harmony of Light” (1893).
Source: Public domain. https://rhythmiclight.com/1998/books/HarmonyOf Light.pdf
Bishop based all these studies and interactions with colour on a consideration
of music harmony and in particular what he mentions many times: “the sensa-
tion of musical tone.”101 He found solutions in his colour studies for getting this
sensation, as it were, via colours. Bishop had noted that just a singular colour
itself did not give the sensation of tone; he found, rather, that what works well
for tone sensation (as well as sense of musical harmony) is to use “combinations
of colours softened by gradations into neutral shades or tinted greys, with the
edges of the main colours blending together, or nearly together, rendered the
sensation of musical chords very well indeed.”102 Bishop came to this solution
by observing the behaviour of the spectrum colours and prisms against various
neutral backgrounds and also through observations of colours in nature. These
inspired this association of a background colour and musical keys. He noted
that the edges of the main colours in the spectrum blended together, so he
also wanted to emulate these crossover blendings at the edges of colours in his
instrument designs. Two of the instruments have some documentation about
them, one an essay written by Bishop himself in 1893, titled “A Souvenir of The
Color Organ, with some suggestions in regard to The Soul of The Rainbow
and The Harmony of Light,” the other a patent filed with the US Patent Office
in 1877103 that provides similar schematic diagrams and descriptions for another
Inventing Instruments 31
colour organ. Alas, he also explains, that the three main instruments he built
were all burned down.
Bishop was very concerned at first to explore a harmony of colours in his work
by both “applying the intervals and harmony of music” and the “idea of painting
music.”104 He did his colour studies research, and like other inventors, he devised
a unique colour–to–musical tone scale. He agreed with the seven main colours of
the spectrum, but also added in the colours for the semi-tones. He thus devised
his own version of a chromatic colour-tone analogy scale of colours. He provides
a snippet of a score denoting his scale of colours in his essay. He focused especially
in demarcating the colour mixtures, as a relationship between previous and next
music tones and their equivalent colours, such as the first three colours in cor-
respondence with the first three notes of the chromatic music scale starting on C
is Red, Orange-red, Orange. Bishop also wanted to find a way to work colours
in their correspondence with the octaves of the music scale. For the octaves, he
used both darkness to lightness of colour for the mapping to the various pitches
across the ranges and deployed volume and depth for how much room the colour
would occupy depending on its place in the equivalent of the musical octave; for
example, he writes: “a lighter red for the upper C of the octave, and doubling
the depth and volume of colour in each descending octave.”105 In the instrument
discussed in the essay, he applied these analogies of depth and volume to variable
sizes of coloured glass, whose colours match his colour-tone analogy scale. Bishop
spent a great deal of time working with the nuances of a musical key, starting out,
at first, with a preference for C major, but then moving more towards A minor.
In his earlier design, he provided two screens that could be used alternatively for
the two keys of C major and A minor. The red screen was to be the backdrop for
C major and the yellow one for A minor.
What is really noteworthy about Bishop’s invention is that there is evidence
that his instruments were actually constructed and that they were of interest to
new audiences. The showman P. T. Barnum exhibited one of Bishop’s colour
organ instruments in the Barnum Museum in New York in 1881.106 Unfor-
tunately, no original instruments have survived, but the patent, his essay and
several newspaper articles provide us with a lot of information about how he saw
the instrument contributing to an art of colour light music.
The spectrum band of colour is divided similarly to the musical octave. Higher
and lower octaves of a colour scale are devised based on comparable adjustments
of the hue to either its paler or deeper intensity. Rimington acknowledges that the
wavelength of each colour remains the same across the higher and lower octaves
of colour, based on varying its intensity, which is unlike music, where the wave-
lengths at higher and lower octaves are different. What was of more importance to
him, however, was not to seek a strict correspondence of colour and music on the
basis of a strict physical analogy. He wanted rather to provide a means and method
to facilitate mobile colour based on musical notation and keyboard devices. He
explains how he works with a spectrum band of colour in his invention:
Rimington did not want to invent a new colour-music score, as the music score
itself provided the precedents of laying down the foundation for a colour-music
art. The musical score system was a convenient one to base the colour score on.
Instead, Rimington devised an adaptation of music notation to be used, since
the notation method for the colour-music was to be played on his colour-organ,
where the duration of a colour and the colour-to-tone analogy could be easily
performed. From the music score, the time value of notes, the musical key-
board, diminuendo, crescendo and allegro were assigned to his colour scale. The
colour-organ inventions were thus designed to be able to make this colour scale
work in relation to its colour-music score.
Rimington – in his colour-organ inventions, his unique approach to working
with the spectrum in the mechanics of his invention, his attention to colour-
music as an art and his thinking through of a method of composition and devis-
ing a colour-music score – presented the ultimate statement on the importance of
this new art, which he named colour-music. Problems to be solved were not just
about proving whether a colour-tone analogy was valid but also focussed on how
best one could design a system that can enable colour and music to work side by
side. Rimington attended to strategies for making such a system. His publica-
tion, “Colour-Music: The Art of Mobile Colour,” was written many years after
he had worked with his inventions and theories, and it is a statement on how
much importance he attributed to this new art field. He mentions in his writing
that he wrote the publication because of the widespread interest in the subject of
colour-music and to address and respond to the many enquiries he had person-
ally received asking him about colour-music and his thoughts and ideas on it.111
With Rimington, the possibilities for exploring the putting together of a mobile
colour with music by devising a systematic approach had just begun, paving the
pathway for future artists, musicians and inventors to explore this new territory
of colour and visual performance tightly aligned to the musical expression in the
music performance.
Conclusion
The colour-tone analogy was investigated and applied to matters in natural phi-
losophy and early modern science from antiquity to the 18th century. The first
foray, however, into building an instrument to demonstrate this colour-tone
analogy was attempted by Louis-Bertrand Castel. His imaginings for what was
possible, nonetheless, did not sit well with the scientific community because
in his efforts to build an instrument that would demonstrate the geometry of a
colour–to–musical tone connection, he had incorporated a new type of value,
that of an artistic value. The mechanical means to put sound and colour together
continued to be laborious and difficult. Yet despite this, scientific inventors
did try, and many sought to create a quantifiable relation between colours and
sounds, what we could call a mapping approach today. For many, the initial
focus of the invention was to demonstrate the scientific reasoning about the
Inventing Instruments 35
analogy of colour and (musical) sound, and so the focus was on the plans for such
a device and not necessarily on the building of the instrument, as was the case
with Castel. However, Castel’s invention did suggest other artistic possibilities
to him, and along with subsequent theorists’, they were not always overly con-
cerned with an exact quantifying of colour according to quantities from music,
but were interested in the realm and promise of artistic possibilities for a new
type of aesthetic experience that could be obtained from the combining of visual
and auditory sensation. Many inventors refer to a new type of colour-music art
that seemed to be full of promise. The new mobility of colour and the element
of time that became afforded to colour combinations facilitated by these instru-
ments suggested many future aesthetic possibilities and opened up new fields of
investigations and many technical and artistic pathways. These developments
would continue to take hold in the 20th century and on into our audio-visual
performance culture of today where we continue to chase ways to connect the
visual with music through a combination of technical and technological means.
Notes
1 Jörg Jewanski, “Color-Tone Analogies,” in See This Sound: Audiovisuology: Compendium:
An Interdisciplinary Survey of Audiovisual Culture 2010 (Vienna: Ludwig Boltzmann,
2010), 339–349.
2 Dieter Daniels and Sandra Naumann, See This Sound: Audiovisuology: Compendium: An
Interdisciplinary Survey of Audiovisual Culture (Vienna: Ludwig Boltzmann, 2010), 8.
3 Morris Kline, Mathematics in Western Culture (London: Oxford University Press, 1953), 74.
4 Oliver Darrigol, “The Analogy between Light and Sound in the History of Optics
from the Ancient Greeks to Isaac Newton. Part 1,” Centaurus, 52(2), 2010, 119.
5 Eduard Jan Dijksterhuis, The Mechanization of the World Picture: Pythagoras to Newton
(Princeton, NJ: Princeton University Press, 1961), 6.
6 Ralph McInerny, The Logic of Analogy (The Hague: Martinus Huhoff, 1971), 3.
7 Oliver Darrigol, “The Analogy between Light and Sound in the History of Optics
from the Ancient Greeks to Isaac Newton. Part 1,” Centaurus, 52(2), 2010, 118.
8 Eduard Jan Dijksterhuis, The Mechanization of the World Picture: Pythagoras to Newton
(Princeton University Press, 1961), 6.
9 Morris Kline, Mathematics in Western Culture (London: Oxford University Press, 1953), 76.
10 Rolf G. Kuehni, “Development of the Idea of Simple Colors in the 16th and 17th
Centuries,” Color Research and Application, 32(2), 2007, 92.
11 Eileen Reeves, “Color by Numbers: The Harmonious Palette in Early Modern
Painting,” in The Language of Nature: Reassessing the Mathematization of Natural Phi-
losophy in the Seventeenth Century (Minneapolis: University of Minnesota Press, 2016),
https://manifold.umn.edu/read/untitled-7ca18210-217d-40f2-83fe-b0add1d84ede/
section/7e0954bc-3fc8-466c-84ce-2291ea796fc4.
12 Wilton Mason, “Father Castel and His Color Clavecin,” The Journal of Aesthetics and Art
Criticism, 17(1), 1958, 103.
13 Aristotle, On Sense and the Sensible, 353BC, http://classics.mit.edu/Aristotle/sense.1.1.html.
14 Richard Sorabji, “Aristotle, Mathematics, and Colour,” The Classical Quarterly, 22(2),
1972, 295.
15 Eileen Reeves quoting Aristotle in “Color by Numbers: The Harmonious Palette in
Early Modern Painting,” The Language of Nature, 2016, 233.
16 Oliver Darrigol, “The Analogy between Light and Sound in the History of Optics
from the Ancient Greeks to Isaac Newton. Part 1,” Centaurus, 52(2), 2010 and Oliver
36 Maura McDonnell
Darrigol, “The Analogy between Light and Sound in the History of Optics from the
Ancient Greeks to Isaac Newton. Part 2,” Centaurus, 52(2), 2010.
17 Rolf G. Kuehni, “Development of the Idea of Simple Colors in the 16th and 17th
Centuries,” Color Research and Application, 32(2), 2007, 92.
18 Rolf G. Kuehni, “Development of the Idea of Simple Colors in the 16th and 17th
Centuries,” Color Research and Application, 32(2), 2007, 92.
19 Morris Kline, Mathematics in Western Culture (London: Oxford University Press,
1953), 107.
20 Morris Kline, Mathematics in Western Culture (London: Oxford University Press,
1953), 106.
21 H.L. Resnikoff, “Differential Geometry and Color Perception,” Journal of Mathematical
Biology, 1, 1974, 99.
22 H.L. Resnikoff, “Differential Geometry and Color Perception,” Journal of Mathematical
Biology, 1, 1974, 99, quoting Descartes, 1638.
23 Nejc Sukljan, “Renaissance Music between Science and Art: The Case of Gioseffo
Zarlino,” Musicological Annual, 56(2), 2020, 183–206.
24 Niels Hutchison, “3. Classic Codes: Colour,” Colour Music in the New Age: de-mystifying
De Clario, www.colourmusic.info/colour.htm.
25 Nejc Sukljan, “Renaissance Music between Science and Art: The Case of Gioseffo
Zarlino,” Musicological Annual, 56(2), 2020, 199.
26 Rolf G. Kuehni, “Development of the Idea of Simple Colors in the 16th and 17th
Centuries,” Color Research and Application, 32(2), 2007, 95.
27 Niels Hutchison, “3. Classic Codes: Colour,” Colour Music in the New Age: de-mystifying
De Clario, www.colourmusic.info/colour.htm.
28 Maarten Franssen, “The Ocular Harpsichord of Louis-Bertrand Castel,” Tractrix 3,
1991, 19.
29 Jörg Jewanski, Colour Tone Analogies,https://blog.tomaskorinek.com/color-tone-analogies/.
30 Kircher quoted in Maarten Franssen, “The Ocular Harpsichord of Louis-Bertrand
Castel,” Tractrix, 3, 1991, 19.
31 Kircher quoted in Maarten Franssen, “The Ocular Harpsichord of Louis-Bertrand
Castel,” Tractrix, 3, 1991, 19.
32 Patricia Fara, “Newton Shows the Light: A Commentary on Newton (1672) ‘A Let-
ter . . . Containing His New Theory about Light and Colours . . . .,” Philosophical
Transactions of the Royal Society, 2015, https://royalsocietypublishing.org/doi/10.1098/
rsta.2014.0213.
33 Richard S. Westfall, “The Development of Newton’s Theory of Color,” Isis, 53(3),
September 1962, 339–358.
34 Patricia Fara, “Newton Shows the Light: A Commentary on Newton (1672) ‘A Let-
ter . . . Containing His New Theory about Light and Colours . . . .,” Philosophical
Transactions of the Royal Society, 2015, https://royalsocietypublishing.org/doi/10.1098/
rsta.2014.0213.
35 Sir Isaac Newton, “The First Book of Opticks. Part 1 (1718),” The Newton Project,
2009, www.newtonproject.ox.ac.uk/view/texts/diplomatic/NATP00045.
36 Patricia Fara, “Newton Shows the Light: A Commentary on Newton (1672) ‘A Let-
ter . . . Containing His New Theory about Light and Colours . . . .,” Philosophical
Transactions of the Royal Society, 2015, https://royalsocietypublishing.org/doi/10.1098/
rsta.2014.0213.
37 John Gage, Colour in Art (London: Thames & Hudson world of art, 2006), 7.
38 Renzo Shamey and Rolf G. Kuehni, Pioneers of Color Science (Switzerland: Springer,
2020), 101.
39 Renzo Shamey and Rolf G. Kuehni, Pioneers of Color Science (Switzerland: Springer,
2020), 100.
40 “[O]r in the string, which are afterwards, by different stoppings and strikings produced;
which string (by the way) is a pretty representation of the shape of a refracted ray to the
Inventing Instruments 37
eye; and the manner of it may be somewhat imagined by the similitude thereof: for the
ray is like the string, strained between the luminous object and the eye, and the stop or
fingers is like the refracting surface, on the one side of which the string hath no motion,
on the other a vibrating one,” Hooke quoted in Olivier Darrigol, 2020, 86.
41 Thomas L. Hankins, “The Ocular Harpsichord of Louis-Bertrand Castel: Or, the
Instrument That Wasn’t,” Osiris, 2nd Series, 9, 1994, 144.
42 Thomas L. Hankins and Robert J. Silverman, Instruments and the Imagination (Princeton,
NJ: Princeton University Press, 1995), 74–75.
43 Thomas L. Hankins and Robert J. Silverman, Instruments and the Imagination (Princeton,
NJ: Princeton University Press, 1995), 75.
44 Olivier Darrigol, A History of Optics: From Greek Antiquity to the Nineteenth Century
(Oxford: Oxford University Press, 2012), 108.
45 Olivier Darrigol, A History of Optics: From Greek Antiquity to the Nineteenth Century
(Oxford: Oxford University Press, 2012), 91.
46 Penelope Gouk, quoted in Thomas L. Hankins, “The Ocular Harpsichord of Louis-
Bertrand Castel: Or, the Instrument That Wasn’t,” Osiris, 2nd Series, 9, 1994, 237.
47 Olivier Darrigol, A History of Optics: From Greek Antiquity to the Nineteenth Century
(Oxford: Oxford University Press, 2012), 94.
48 Wilton Mason, “Father Castel and His Color Clavecin,” The Journal of Aesthetics and Art
Criticism, 17(1), 1958, 104.
49 First Book of Opticks, Part 2, PROB. III. PROB. 1, EXPER. VII and this diagram
is added in the 1716 revised edition of Opticks, www.newtonproject.ox.ac.uk/view/
texts/diplomatic/NATP00046.
50 First Book of Opticks, Part 2, PROB. III. PROB. 1, EXPER. VII.
51 First Book of Opticks, Part 2, PROB. III. PROB. 1, EXPER. VII.
52 David Briggs, Part 7: The Dimensions of Hue in the Dimensions of Color, www.huevalue-
chroma.com/071.php.
53 John Gage, Colour in Art (London: Thames & Hudson World of Art, 2006), 34.
54 H.L. Resnikoff, “Differential Geometry and Color Perception,” Journal of Mathematical
Biology, 1, 1974, 101.
55 John Gage, Colour in Art (London: Thames & Hudson, 2006), 36.
56 Olivier Darrigol, A History of Optics: From Greek Antiquity to the Nineteenth Century
(Oxford: Oxford University Press, 2012), 97.
57 Newton quoted in Renzo Shamey and Rolf G. Kuehni, Pioneers of Color Science
(Switzerland: Springer, 2020), 103–104.
58 Olivier Darrigol, A History of Optics: From Greek Antiquity to the Nineteenth Century
(Oxford: Oxford University Press, 2012), 98.
59 Renzo Shamey and Rolf G. Kuehni, Pioneers of Color Science (Switzerland: Springer,
2020), 103–104.
60 Olivier Darrigol, A History of Optics: From Greek Antiquity to the Nineteenth Century
(Oxford: Oxford University Press, 2012), 117.
61 For intricate accounts of how Castel’s ocular harpsichord was received in his con-
temporary time, see Maarten Franssen, “The Ocular Harpsichord of Louis-Bertrand
Castel,” Tractrix, 3, 1991.
62 Wilton Mason, “Father Castel and His Color Clavecin,” The Journal of Aesthetics and Art
Criticism, 17(1), 1958, 107.
63 Maarten Franssen, “The Ocular Harpsichord of Louis-Bertrand Castel,” Tractrix, 3,
1991, 21.
64 Wilton Mason, “Father Castel and His Color Clavecin,” The Journal of Aesthetics and Art
Criticism, 17(1), 1958, 9.
65 Diagram from Louis-Bertrand Castel, L’optique des couleurs: fondée sur les simples observa-
tions & tournée sur-tout a la pratique de la peinture, de la teinture, & des autres arts coloristes
(Paris: Briasson, 1740), https://archive.org/details/gri_c00033125008507283/page/
n441/mode/1up.
38 Maura McDonnell
soundboard. The arc of water squirted by the syringe is traced with a dotted line: it
splashes down onto the face of the seated man. He looks straight ahead at a line of
seven upright planks of various heights inserted into the instrument. Each is differ-
ently coloured and inscribed with one of the sol-fa syllables. Behind them on the
soundboard of the instrument are seven mushroom-shaped pads. A painter’s pallet,
bowsaw, scroll, musical score, set-square and measuring stick are gathered at his
feet. Retrieved from: https://waddesdon.org.uk/the-collection/item/?id=17198.
85 Retrieved from: https://waddesdon.org.uk/the-collection/item/?id=17198.
86 See McDonnell’s discussion of the relevance of Castel for visual music in Maura
McDonnell, Finding Visual Music in Its Twentieth Century History (PhD thesis, Trinity
College, 2020), 20–29.
87 Louis-Bertrand Castel, 1726 quoted in Maarten Franssen, “The Ocular Harpsichord of
Louis-Bertrand Castel,” Tractrix, 3, 1991, 23.
88 Wilton Mason, “Father Castel and His Color Clavecin,” The Journal of Aesthetics and Art
Criticism, 17(1), 1958, 112.
89 Louis-Bertrand Castel, 1725 quoted in Wilton Mason, “Father Castel and His Color
Clavecin,” The Journal of Aesthetics and Art Criticism, 17(1), 1958, 112.
90 Maarten Franssen, “The Ocular Harpsichord of Louis-Bertrand Castel,” Tractrix, 3,
1991, 23.
91 Maarten Franssen, “The Ocular Harpsichord of Louis-Bertrand Castel,” Tractrix, 3,
1991, 37.
92 Maarten Franssen, “The Ocular Harpsichord of Louis-Bertrand Castel,” Tractrix, 3,
1991, 38.
93 See museum of imaginary musical instruments. Curators, Deirdre Loughbridge and
Thomas Patteson, 2013, http://imaginaryinstruments.org/ocular-harpsichord/.
94 See museum of imaginary musical instruments. Curators, Deirdre Loughbridge and
Thomas Patteson, 2013, http://imaginaryinstruments.org/ocular-harpsichord/.
95 Maarten Franssen, “The Ocular Harpsichord of Louis-Bertrand Castel,” Tractrix, 3,
1991, 38.
96 Maarten Franssen, “The Ocular Harpsichord of Louis-Bertrand Castel,” Tractrix, 3,
1991, 35.
97 https://gallica.bnf.fr/ark:/12148/bpt6k15124383/f305.item and https://gallica.bnf.fr/
ark:/12148/bpt6k15124383/f298.double.
98 William Hooper, Colorific Music in Rational Recreations, 1782, 162–168.
99 William Hooper, Colorific Music in Rational Recreations, 1782, 162–168.
100 William Hooper, Colorific Music in Rational Recreations, 1782, 162–168.
101 Bainbridge Bishop, A Souvenir of the Color Organ, with Some Suggestions in Regard to the
Soul of the Rainbow and the Harmony of Light, with Marginal Notes and Illuminations by the
Author (New York: The De Vinne Press, 1893).
102 Bainbridge Bishop, A Souvenir of the Color Organ, with Some Suggestions in Regard to the
Soul of the Rainbow and the Harmony of Light, with Marginal Notes and Illuminations by the
Author (New York: The De Vinne Press, 1893).
103 Bainbridge Bishop, Patent no. 186,298 in Michael Betancourt, Visual Music Instrument
Patents (Rockville, MD: Wildside Press LLC, 2004).
104 Bainbridge Bishop, A Souvenir of the Color Organ, with Some Suggestions in Regard to the
Soul of the Rainbow and the Harmony of Light, with Marginal Notes and Illuminations by the
Author (New York: The De Vinne Press, 1893).
105 Bainbridge Bishop, A Souvenir of the Color Organ, with Some Suggestions in Regard to the
Soul of the Rainbow and the Harmony of Light, with Marginal Notes and Illuminations by the
Author (New York: The De Vinne Press, 1893).
106 Ralph K. Potter, Excerpt from “New Scientific Tools for the Arts,” The Journal of Aesthetics
and Art Criticism, 10(2), 1951, www.centerforvisualmusic.org/library/CVMPotterexc.htm.
107 Wallace Rimington, Colour-Music: The Art of Mobile Colour (London: Hutchinson &
Co, 1912), vii.
40 Maura McDonnell
108 Wallace Rimington, Colour-Music: The Art of Mobile Colour (London: Hutchinson &
Co, 1912), 109–110.
109 Wallace Rimington, Colour-Music: The Art of Mobile Colour (London: Hutchinson &
Co, 1912), 47–48.
110 Wallace Rimington, Colour-Music: The Art of Mobile Colour (London: Hutchinson &
Co, 1912), 109–110.
111 Wallace Rimington, Colour-Music: The Art of Mobile Colour (London: Hutchinson &
Co, 1912), v.
2
MOVING TOWARDS THE
PERFORMED IMAGE (COLOUR
ORGANS, SYNESTHESIA AND
VISUAL MUSIC)
Early Modernism (1900–1955)
Steve Gibson
Introduction
Continuing on from the early Live Visual experiments with colour organs in the
18th and 19th centuries, as discussed in Chapter 1, this chapter explores the early
period of the 20th century in which artists began to experiment with new tech-
nologies available to them. Covering the startling expansion of Live Visual prac-
tices in the early 20th century, we focus on the new developments that helped
defined the visual as a performed medium. Both the creation of new instruments
engendered by advances in technologies and new forms that made use of idiom-
atic or expanded use of those technologies established a trajectory for the audio-
visual avant-garde over the course of the following 100 years. The development
of film as an artform, of both the narrative and experimental varieties, was also
key to the development of an aesthetic of audio-visual cross-fertilisation.
On the technological side, ideas stemming from an interest in synesthesia
began to inform the creation of both interfaces and individual pieces. Build-
ing from Rimington’s experiments with the colour organ in the late 19th cen-
tury, figures such as Scriabin began to formalise models for combining images
with sound. While the science surrounding the study of synesthesia was far
from established in this era, experiments derived from anecdotal descriptions
of sound-visual cross-modal perception were increasingly fruitful. Instruments
such as the luce (light keyboard) made the performance of Live Visuals possible,
and Scriabin’s development of a method for combining colour and tonality – in
part informed by his interest in synesthesia – began to establish a formal model
for matching sound and image.
With the development of both film theory and practice in the 1920s and
1930s, further techniques and forms were created that had a profound inf luence
on the evolution of Live Visuals. Oskar Fischinger, Len Lye and Norman McLar-
en’s experiments with drawn sound and image on film stock produced a startling
DOI: 10.4324/9781003282396-4
42 Steve Gibson
synchronicity between the visual and aural. Editing with a handwork and preci-
sion that was previously impossible, they established a new form of audio-visuals:
the visual music film. While both Fischinger and McLaren produced linear short
films, their techniques of image and sound matching have informed audio-visual
artists to the present day.
The chapter concludes with a detailed analysis of Lye and McLaren’s best-
known works, discussing their formal attributes and the implications for the later
development of Live Visuals and audio-visual art in general.
The sum of the shooting script is divided into sequences, each sequence
into scenes, and, finally, the scenes themselves are constructed from a
whole series of pieces (script scenes) shot from various angles. . . . The film
technician, in order to secure the greatest clarity, emphasis, and vividness,
shoots the scene in separate pieces, and joining them and showing them,
directs the attention of the spectator to the separate elements, compelling
him to see as the attentive observer saw.1
It is hard to overstate the inf luence and reach of this idea for the development
of a technological means of rendering an audio-visual narrative. The attentive
observer model informs much of early film development and makes its way (often
unnoticed) into almost all forms of early modern narrative film. As a means of
general editing, it is not a stretch to state that it is the common method for edit-
ing narrative productions from the early 20th century to the present.
Film editing theories such as Pudovkin’s were clearly enabled by the devel-
opment of early film cameras and editing technologies, many of which had
been developed prior to Pudovkin, including by Edwin S. Porter (1870–1941)
Moving Towards the Performed Image 43
at Edison in the early 20th century, among others. While the development of
film technology is obviously complex and beyond the scope of our discussion
here, there can be no doubt that much of the work in various audio-visual
forms was engendered by the advances in film technology in the early 20th
century. 2 More specifically, it is easy to trace many of the processes, effects
and techniques used in contemporary Live Visuals practice (e.g. luma keying,
colour correction, compositing) back to early film technologies, through video
production, and on to contemporary Live Visual software such as Modul8 and
Resolume.
As mentioned in the introduction earlier, much of the technology that advanced
in the early 20th century had an extremely explicit inf luence on the production
of visuals in the performance domain. As Chapter 1 has made clear, a number
of devices were proposed and realized prior to 1900, including most obviously
Louis-Bertrand Castel’s clavecin oculaire, or ocular harpsichord, and Alexander
Wallace Rimington’s colour-organ. An enormous number of variations on Rim-
ington’s colour-organ were developed in the early 20th century. As described by
Teun Lucassen, some devices from this period included:
Some of these instruments were used sparingly at the time, while others, such
as those used by Alexander Lászlò (1895–1970, see Figure 2.1), were extremely
popular: “Beginning in the mid-1920s in Europe and especially in Germany con-
certs with audiovisual instruments were extremely popular and Lászlò became at
true celebrity.”4 Other instruments that were created in this era included Leon
Theremin’s Etherophone, Fredrick Bentham’s Light Console and Cecil Stokes’s
Auroratone. These and other devices are documented in great detail in Adriani
Abbado’s excellent Visual Music Masters.5
While most of these technologies no longer exist, or are at best preserved in
museums, their inf luence was far-reaching. The sheer number of visual perfor-
mance devices created in the early modern period points to the desire to facilitate
44 Steve Gibson
FIGURE 2.1 Alexander László’s colour light piano, consisting of a keyboard and small
projectors.
Source: From Graef, Otto A. 1926. Farblichtmusik. Neue Musik-Zeitung 47(17), 397. Public domain.
[email protected]
the performed image. The fact that so many of these instruments had musical
form (i.e. a keyboard) also illustrates the close-knit relationship between the
aural and the visual in these experiments. We can see resonances in the contem-
porary era of MIDI controllers and control surfaces that are used to simultane-
ously control audio and visuals in real time.
How does it feel to hear music in color, or to see someone’s name in color?
These are examples of synesthesia, a neurological phenomenon that occurs
Moving Towards the Performed Image 45
The history of synesthesia and its inf luence on art (and science) are well doc-
umented elsewhere, including in Cretien van Campen’s excellent The Hidden
Sense: Synesthesia in Art and Science and in the Museum of Contemporary Art LA
book Visual Music: Synaesthesia in Art and Music Since 1900. For the purpose of
our discussion, we can rely on van Campen’s description of synesthesia earlier as
key to describing how audio-visual artists over the past 100 years conceptualised
the idea of joined sensory information in their work.
An early proponent of the concept of synesthesia as a tool for matching
sound and visuals was Russian composer Alexander Scriabin (1871–1915). Scri-
abin began imagining the mix of coloured lights within his symphonic works
as early as 1908.8 While in recent years a number of precise scientific studies
have confirmed the subjective experience of synesthesia as perceptually real,9 in
Scriabin’s era there were only anecdotal descriptions of the effects of synesthesia.
Therefore, despite the now-debunked claims that Scriabin experienced the con-
dition himself,10 any matching of sound to image was, at best, a simulation of the
effects of synesthesia for Scriabin.11
FIGURE 2.2 Scriabin’s colour scheme for the luce used in Prometheus: Poem of Fire.
Source: Creative Commons. https://en.wikipedia.org/wiki/Clavier_%C3%A0_lumi%C3%A8res#/
media/File:Scriabin-Circle.svg
46 Steve Gibson
For his 1910 work Prometheus, the Poem of Fire, Scriabin initially used a primi-
tive light keyboard called a tastiera per luce (or simply luce) to ‘perform’ the visual
material according to the relationship of musical key to colour, as shown in Fig-
ure 2.2. Colours were not specifically associated with notes, but rather particular
tonalities: the luce was used to define and amplify particular tonal relationships
in the music. For the initial performance in 1911 the luce part was scrubbed by
Scriabin due to its ineffectiveness in realisation. Later performances with the
luce in 1915 were a limited success and were never properly repeated in his life-
time. New performances have been attempted, including one presented at Yale
University in 2010.12 In this contemporary version a MIDI keyboard was used
instead of a luce and included some of the additional effects (lightning, fireworks,
etc.) that were specified in Scriabin’s later revised score but not used in the 1915
performances.
There is some argument to the merit of the visual aspect of Prometheus, as
summed up by Evan Norcross Flynn:
Kandinsky’s theatre piece Der gelbe Klang (The yellow sound, 1911) included
elaborate stage directions for coloured lighting which assumed prime
importance in the painter’s plotless stage composition. Der gelbe Klang was
never produced but Kandinsky published his manuscript in Der Blaue Reiter
Almanach. Schoenberg incorporated comparably important colored-light
projections as well as hand-painted set designs, in the conception of his
opera Die glückliche Hand.14
these events in New York in the mid-1910s in order for light and sound to mix
to create “a transcendent experience”23 for the public. Bragdon was interested in
theosophy, which can roughly be defined as a quasi-spiritual, quasi-philosophical
movement interested in mystical experience. While the history of theosophy is
clearly beyond the scope of this book, it is important to note that many early
20th-century audio-visual artists (including the aforementioned Scriabin) were
interested in spiritual and mystical uses of audio-visual synchronisation, often
employing synesthetic means in order to heighten spiritual manifestations or to
evoke mystical experience. This is certainly an important aspect of much audio-
visual work and clearly connects with movements described in Chapter 3, such as
liquid visuals as practiced by groups such as Silver Wing Turquoise Bird.
Another key figure who was associated with Bragdon and light-based per-
formance was Danish artist Thomas Wilfred (1889–1968, Wilfred was a musi-
cian as well as a light artist). Wilfred designed his own specialist instrument
for light performance, called the clavilux (sometimes referred to as the lumia).
Wilfred considered his lumia quite distinct from a colour organ, as it was meant
perform light colours silently. He took this instrument on tour in the 1920s and
performed various light scores to classical performances, including to Nikolai
Rimsky-Korsakov’s Scheherezade. Wilfred continued development of the clavilux
in various forms in the 1920s and 1930s and composed multiple pieces for it,
which were generally made up of abstract patterns of light to be performed on
the lumia.24 Wilfred considered his work to be the ultimate expression of abstract
painting into an evolving, time-based medium, which we also can observe as a
key driver in the work of many of the visual music artists described next.
Visual Music
Visual music as a notion and artform quite literally burst into view in the early
20th century. Jeremy Strick goes so far as to argue that visual music exists as a
parallel (if under-recognised) modern artform:
Even if visual music is not a single mode through which music and visual
arts have interacted in the past Century, it is certainly the most consistent.
Indeed, the tradition of visual music might be said to be among the most
tenacious stylistic strains of the past one hundred years, continuing to find
new arenas for aesthetic exploration even as other, more famous move-
ments and styles eventually faltered.25
The idea of cross-fertilisation between sound and image has been explored by
figures as diverse as painters (Klee, Kandinsky), narrative filmmakers (Eisen-
stein), abstract filmmakers ( James and John Whitney, Jordan Belson), visual-
music filmmakers (Len Lye, Fischinger, McLaren) and composers (Messiaen,
Xenakis). That visual music still persists as a form is testament to the continued
vitality of the original notions explored in the early and mid-20th century.
50 Steve Gibson
FIGURE 2.3 Paul Klee, Swiss, 1879–1940, Memory of a Bird, 1932, Watercolour and
pencil on laid paper, 12–3/8 × 18–7/8 in. (31.4 × 47.9 cm).
Source: Norton Simon Museum, The Blue Four Galka Scheyer Collection. Accession Num-
ber: P. 1953.033. © Norton Simon Museum. Used by permission. www.nortonsimon.org/art/
detail/P.1953.033
Moving Towards the Performed Image 51
and music cross-fertilisation is beyond the scope of this volume, there can be no
doubt that the genesis of visual music lies in the work of artists such as Kandin-
sky and Klee alongside other less well-known figures such as Marsden Hartley,
Robert Delaunay and Mikhail Matiushin.30
Painting was the first visual medium to recognise the possibilities inherent in
adapting musical concepts and applying them to the visual. Undeniably an obvi-
ous impediment to a more precise rendering of musical concepts (such as rhythm)
lay in the fixed time of the still painting. While paintings such as Mikhail Maty-
ushin’s (1861–1934) Painterly-Musical Construction of 191831 rendered an abstract
colour field with obvious rhythmic and metric structures that could be viewed
as visually representing changes in metre and tempo, there was no avoiding the
fact that the painting was fixed in time on a f lat plane. For a more precise visual
music to arise, there was a need to employ a visual medium that worked in time,
and film was the obvious choice.
Oskar Fischinger
Oskar Fischinger (1900–1967) was an avant-garde visual music filmmaker
from Germany. “In the 1920s he used a wax-cutting machine he invented to
create animations that are still current today.”35 In this period he also hosted
52 Steve Gibson
Len Lye
Following on from Fischinger’s experiments, several visual music filmmakers
began to create their own works in the 1930s and 1940s. Chief among these
were Len Lye (1901–1980) and Norman McLaren (1914–1987). Both of these
filmmakers were inspired by Fischinger’s notion of using drawings printed on
the filmstrip, as well the precision with which he matched the drawn image with
the music soundtrack.
“Len Lye was among the first to intervene directly on the film with the most
varied techniques to produce animation.”39 Lye was initially a kinetic sculptor
who was raised in New Zealand. In the late 1920s he began to work on visual
music films.40 Lye expanded on Fischinger’s technique, updating it to include
Swinging the Lambeth Walk in particular was an inf luential film, as it established a
‘database’ of sorts for matching drawn images and particular instrumental melo-
dies. “In general Lye preferred to start from animated images and then searched
for music, sounds that were appropriate, in other words that were ‘in tune’ with
the visual part.”42
The British Council Film has made Swinging the Lambeth Walk publicly avail-
able on its Vimeo site.43 Throughout the film, one can see that the instrumental
melodies are precisely combined with visual shapes, often mimicking or matched
with the ‘groove’ of the music. For example, from 0:38 to 0:52 the drums are
rhythmically matched with red and black circles; the bass with red and black,
large, snake-like vertical lines; the guitar notes with thinner white and orange
horizontal lines; and the guitar chords with a series of coloured vertical lines.
These all come in rapid-fire succession, but because of the precision of the tim-
ing, they are easily recognized at exact cross-media matches, made even more
convincing because of the ways the lines and circles represent movement in tune
with the music. The piece continues with a wide palette of different visual forms
(as well as more realistic imagery), all in synchronization with the musical ele-
ments. Occasionally the visual field becomes polyphonic, when more than one
instrument is dominant, as in the section at 1:12 to 1:22 where the piano chords
are represented by moving coloured dots and the bass by green and red moving
vertical lines.
The genius of Swinging the Lambeth Walk lies in the exactitude with which
the visual material represents the musical elements: the precision of the rhythmic
editing is astonishing, even for viewers accustomed to computer-based audio-
visual editing. Working from a database of images to sounds, Lye establishes
an image-sound cross-modality with formal precision that has deep lessons for
contemporary live visualists. Certainly, one can see echoes of Lye’s visual music
techniques in contemporary Live Visual music such as the work of alva noto
(1965–). In the latter’s work, precise correspondences between the audio and
visual elements are controlled by programming between the MIDI software
Ableton Live and Live Visuals software TouchDesigner. Sound objects and musi-
cal control parameters are assigned precise visual analogues, with simultaneous
audio-visual control enabled by performance on a MIDI control surface and/or
keyboard. Therefore, the live performance in Noto’s work has an exactitude very
similar to precise editing technique used in Lye’s linear films (see Case Study 2 in
Chapter 12 for a detailed description of programmer Marcus Heckmann’s solu-
tions for audio-visual mapping in noto’s work).
While his work was interrupted by WWII, Lye continued to work on a num-
ber of visual music films post-war, and remarkably in 1957 he created a Live
Visual music performance with composer Henry Brant (1913–2008), entitled All
Souls Carnival:
The film was premiered in 1957 in the Carnegie Recital Hall in New
York. The music was performed live, with the images projected on a screen
54 Steve Gibson
behind the musicians. Lye and Brant decided to create the images and
the music separately so that the synchronization between them would
be a matter of chance. The meeting of the music with the images was
still striking because of the strong sense of affinity between the two
elements.44
Norman McLaren
Another significant visual music filmmaker to emerge in the early to mid-20th
century was Scottish-Canadian Norman McLaren (1914–1987): “Of Scottish
origin, McLaren moved first to London, then on to the United States and finally
to Canada, where he permanently settled and worked at the National Film Board
of Canada.”46 McLaren was heavily inf luenced by Fischinger’s technique of pho-
tos of drawings being inscribed directly on the film strip (and the soundtrack),
and he produced an enormous range of work from the abstract to the quasi-
narrative, including such films as Dots (1940), Begone Dull Care (1949), Blinkity
Blank (1955) and Synchromy (1971), among many others.
In general McLaren worked by drawing on a 35mm film strip, at times also
drawing on the film’s sound strip (e.g. Dots) and at other times using a primarily
composed soundtrack (e.g. Blinkity Blank). Dots (available on the National Film
Board of Canada’s Vimeo channel)47 is an excellent introduction to his work,
as the piece is short-form and demonstrates his mastery of hand-drawn audio-
visuals created in perfect rhythmic synchronisation. In this film all audio-visual
Moving Towards the Performed Image 55
elements were hand-drawn directly on the film strip. McLaren described his
technique for creating this piece as follows:
I draw a lot of little lines on the sound-track area of the 35-mm. film.
Maybe 50 or 60 lines for every musical note. The number of strokes to
the inch controls the pitch of the note: the more, the higher the pitch; the
fewer, the lower is the pitch. The size of the stroke controls the loudness: a
big stroke will go “boom,” a smaller stroke will give a quieter sound, and
the faintest stroke will be just a little “m-m-m.” A black ink is another way
of making a loud sound, a mid-gray ink will make a medium sound, and a
very pale ink will make a very quiet sound. The tone quality, which is the
most difficult element to control, is made by the shape of the strokes. Well-
rounded forms give smooth sounds; sharper or angular forms give harder,
harsher sounds. Sometimes I use a brush instead of a pen to get very soft
sounds. By drawing or exposing two or more patterns on the same bit of
film I can create harmony and textural effects.48
Even from the perspective of the early 21st century Dots is a remarkable achieve-
ment, showing a complete mastery of visual music film, in all areas. Even more
remarkable, is that in 1940 the piece effectively pre-figures electronic music,
some 10 to 15 years before studios began working on electronically generating
sound, and 2 to 5 years before the tape-based sound editing and manipulation of
musique concrète was developed by Pierre Schaeffer and others.
After the credits end at 0:53, the film begins simply by outlining blue dots of
various sizes against a red background. The dots move from small and fast circles
towards larger and more irregularly shaped blobs. The pitch of generated sounds
becomes lower as the dots become larger (as described by McLaren earlier). The
film has a rhythmic regularity to it that can only be the result of precise timing
of the frames, so that the dots produce an almost dance-like feel (without becom-
ing too rigid). Each dot is accompanied by a particular sound, again exactly as
described by McLaren. The frequency of the dots increases at 1:09, and the visual
and music field become increasingly polyphonic, while at the same time main-
taining a relatively consistent rhythm. At 1:20 extremely fast dots appear, creating
32nd notes in the sound. Throughout, the dots dance around the screen, creating
almost realistic shapes, more imagined than precise, all ‘in tune’ with the sound
world. At 1:30 very large blobs appear, producing very bass tones, that have a sim-
ilar quality to triangle wave bass notes on a synthesizer. At 1:40 the internal tempo
increases and the dots appear almost as a series of consecutive 16th notes. The
visual field becomes completely polyphonic, but each shape and sound are easy to
follow due to the precise nature of the audio-visual synchronisation and the care
in which the visual field is addressed. At 2:00 the rhythm becomes more irregu-
lar, switching between dots played for a longer duration and fast-moving dots at
different lengths and tempos. There is a triplet feel here, which is undoubtedly
intentional. From 2:10 there is a f lourish of dots that lead to the ending at 2:20.
56 Steve Gibson
In Dots we are introduced to an apparently simple (on the surface) but master-
ful realisation of the visual music film. There is a complete unity between the
form of the visuals and the audio, and the technique of pen drawing on the film
shows an amazing f luidity that would be almost impossible to re-create using
computer-based editing.
McLaren continued to work through his lifetime on a series of visual music
films, primarily employing the technique of drawing on the film strip. He pro-
duced a diverse body of work in the late 1940s and 1950s, including Begone Dull
Care (1950), Now Is the Time (1953) and Neighbours (1953). The latter film, which
was perhaps his most well-known, applied techniques from his hand-drawn
films to a stop-motion animation using live actors. McLaren branched out from
quasi-abstraction to include more realist (or surrealist) and narrative elements.
While there are any number of films to talk about in relation to McLaren’s out-
put, one of his most justifiably well-known later works is the film Blinkity Blank
from 1955.
Blinkety [sic] Blank is a four-minute color film that was shot without a
camera. Right on the film itself MacLaren [sic] drew a number of designs
and abstract figures to create an erotic ballet of male and female elements
encountering each other. . . . Blinkety [sic] Blank is an absolutely unique
work which bears no resemblance to anything that has been made in sixty
years of filmmaking. In this “great little film” that’s only four minutes
long, there is all the fantasy of Giraudoux, the mastery of Hitchcock, and
the imagination of Cocteau.49
Blinkity Blank (see Figure 2.4) is unique in the era, as it combines McLaren’s
hand-drawn film technique (now with colour) precisely timed with Maurice
Blackburn’s (1914–1988) jazz-inf luenced modernist score, it employs a quasi-
realist story revolving around a male and female bird and it famously uses ‘inter-
mittent animation’ to create a stroboscopic visual field:
The film (which can be viewed at the National Film Board of Canada web-
site)51 employs the same precise timing between sound and visual as McLaren’s
previous work, but in this instance the musical score (with a few exceptions,
mostly in the credits) is not hand-drawn on the 35mm film, but rather an acous-
tic score using a small instrumental ensemble. As with his previous works, the
hand-drawn animations are precisely timed with the score, dancing in complete
synchronisation with the musical elements. By using the ‘persistence of vision’
effect, whereby images stay on the retina even when shown only intermittently,
Moving Towards the Performed Image 57
FIGURE 2.4 McLaren, Norman, director. Blinkity Blank. Montreal: National Film
Board of Canada, 1955. Used by permission.
Source: https://help.nf b.ca/contact-the-nf b/?_gl=1*emvay9*_ga*NDIyMTQwMC4xNjIzMDY3
MDc3*_ga_EP6WV87GNV*MTYyMzA2NzA3Ni4xLjEuMTYyMzA2NzEyNS4w
McLaren also creates a unique effect that hints at a narrative without making it
explicit (until perhaps the end when the forms linger on screen for a bit longer).
It is worth noting that “McLaren knew about potential audiovisual mappings,
but chose not to follow them. In general, he adopted dark colors for low sounds and
light colors for high sounds, but felt free to disregard this principle if he did not find
it appropriate.”52 In other words McLaren was not a total formalist, and while he
generally employed a precise link between the rhythm of the film editing and the
rhythm of the music, he was not prone to making exact binding correspondences
between the sound elements and the visual elements. The only exception to this
rule was in Synchromy (1971) in which all audio-visual elements had precise cor-
respondences.53 While McLaren’s output was primarily, if not exclusively, in the
fixed domain of the linear film, there can be no doubt of his inf luence on the next
generation of visual music artists, including those such as Silver Wing Turquoise
Bird, who began to think of the visual as more of a performed medium.
related to the work of Fischinger, Lye and McLaren. Photographer and set
designer Luigi Veronesi (1908–1998) “created animated films whose rhythm
was derived from music.”54 “The editing rhythm of Film n. 2, for example
was based on Fibonacci number sequence.”55 Filmmaker Harry Smith (1923–
1991), like Len Lye, was primarily interested in popular and folk music and
created some of his films by directly drawing on the film strip. “In works
such as Early Abstractions: Film No. 3 (Interwoven) (1949) his use of constantly
shifting, shimmering, vibrating forms exploding from the recesses of picto-
rial space in sync with the strains of Dizzy Gillespie give us the sense of deep
continuous space in a way that Lye’s films do not.”56 Visual music filmmaker
Hy Hirsh (1911–1961) was a cinematographer who worked in Hollywood and
“was interested in machines and technology; not only was he one of the first
to use an oscilloscope to create abstract images for films such as Eneri (1953) . . .
he also created his own optical printer, a special-effects machine that could
print one image onto another.”57
Conclusion
The artistic and technological experiments of these and other visual music film-
makers continued in the work of artists in the 1950s and beyond. These include
Stan Brakhage, John and James Whitney and many others, who continued to
expand on the notion of the visual music film, as outlined in Chapter 3. The
cross-fertilisation of sound and image explored in Fischinger, Lye and McLaren
had a profound effect on all this work as well as general audio-visual culture from
the 1950s to the present.
By 1955 new technologies of electronic sound production and tape-based
editing had advanced to the point that more complex matching of sound to
visuals was made more accessible (if not precisely simple). In the late modern
period that followed, large audio-visual events became increasingly possible. An
example was the Phillips Pavilion from Expo 1958 in Brussels, an event that
combined the architecture of Le Corbusier and Iannis Xenakis with the music
of Edgard Varèse diffused into a large pavilion. This work clearly continued a
trajectory that was begun in the early 20th century by pioneers such as Scriabin,
leading towards the present era of the performed image.
Notes
1 V.I. Pudovkin, “Film Technique,” in Daniel Talbot, ed., Film: An Anthology (Berkeley
and Los Angeles: University of California Press, 1969), 189–190.
2 The history of film technology is covered in other venues such as Ryan A. Piccirillo’s
excellent general overview, R.A. Piccirillo, “The Technological Evolution of Filmmak-
ing and Its Relation to Quality in Cinema,” Inquiries Journal/Student Pulse, 3(8), 2011,
www.inquiriesjournal.com/a?id=560.
3 For the full list see Teun Lucassen, “Color Organs,” in Human Media Interaction (Twente:
University of Twente, the Netherlands, 2008).
Moving Towards the Performed Image 59
4 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 33.
5 See Adrano Abbado, “Luminous Instruments,” in Visual Music Masters (Milan: Skira
Editore, 2017), 28–41.
6 Jeremy Strick, “Visual Music,” in Kerry Brougher, Jeremy Strick, Ari Wiseman and
Judith Zilczer, Visual Music: Synaesthesia in Art and Music Since 1900 (London: Thames
and Hudson, 2005), 19.
7 Cretien van Campen, The Hidden Sense: Synesthesia in Art and Science (Cambridge, MA:
MIT Press, 2007), 1.
8 Anna M. Gawboy and Justin Townsend, “Scriabin and the Possible,” Music Theory
Online, 18(2), June 2012, https://mtosmt.org/issues/mto.12.18.2/mto.12.18.2.gawboy_
townsend.php.
9 Cretien van Campen, The Hidden Sense: Synesthesia in Art and Science (Cambridge, MA:
MIT Press, 2007), 5.
10 Anna M. Gawboy and Justin Townsend, “Scriabin and the Possible,” Music Theory
Online, 18(2), June 2012, https://mtosmt.org/issues/mto.12.18.2/mto.12.18.2.gawboy_
townsend.php.
11 Steve Gibson, “Simulating Synaesthesia in Real-Time Performance,” in Lanfranco Aceti,
Steve Gibson, and Stefan Müller-Arisona, co-eds., Live Visuals for Performance, Gaming,
Installation, and Electronic Environments (San Francisco: Leonardo Electronic Almanac,
2013), 214–229, www.leoalmanac.org/vol19-no3-simulating-synesthesia/.
12 Scriabin’s, Prometheus: Poem of Fire, Yale Campus YouTube page, www.youtube.com/
watch?v=V3B7uQ5K0IU.
13 Evan Norcross Flynn, Liberation of the Senses: An Exploration of Sound-Color Synesthesia in
the Music of Alexander Scriabin and Olivier Messiaen (Lawrence: The University of Kansas,
2014), 43.
14 Judith Zilczer, “Music for the Eyes: Abstract Painting and Light Art,” in Kerry Brougher,
Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Synaesthesia in Art and
Music Since 1900 (London: Thames and Hudson, 2005), 73.
15 Olivia Mattis, “Scriabin to Gershwin: Color Music from a Musical Perspective,” in Kerry
Brougher, Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Synaesthesia in
Art and Music Since 1900 (London: Thames and Hudson, 2005), 211.
16 Olivia Mattis, “Scriabin to Gershwin: Color Music from a Musical Perspective,” in Kerry
Brougher, Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Synaesthesia in
Art and Music Since 1900 (London: Thames and Hudson, 2005), 213.
17 Olivia Mattis, “Scriabin to Gershwin: Color Music from a Musical Perspective,” in Kerry
Brougher, Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Synaesthesia in
Art and Music Since 1900 (London: Thames and Hudson, 2005), 220.
18 Olivier Messiaen, Traité de rythme, de couleurs, et d’ornithologie, vol. 7 (Paris: Alphonse
Leduc, 2002), 7, translated by by Håkon Austbø in “Visualizing Visions: The Significance
of Messiaen’s Colours,” Music + Practice, vol. 2, www.musicandpractice.org/volume-2/
visualizing-visions-the-significance-of-messiaens-colours/, DOI: 10.32063/0201.
19 Olivier Messiaen, “Notice Analytique,” in The Score of Trois Petites Liturgies (Paris:
Durand, 1952), translated by by Håkon Austbø in “Visualizing Visions: The Significance
of Messiaen’s Colours,” Music + Practice, vol. 2, www.musicandpractice.org/volume-2/
visualizing-visions-the-significance-of-messiaens-colours/, DOI: 10.32063/0201.
20 Olivia Mattis, “Scriabin to Gershwin: Color Music from a Musical Perspective,” in Kerry
Brougher, Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Synaesthesia in
Art and Music Since 1900 (London: Thames and Hudson, 2005), 225.
21 Olivia Mattis, “Scriabin to Gershwin: Color Music from a Musical Perspective,” in Kerry
Brougher, Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Synaesthesia in
Art and Music Since 1900 (London: Thames and Hudson, 2005), 225.
22 A.V. Glinsky, The Theremin in the Emergence of Electronic Music (PhD. Dissertation, New
York University, 1992), 69. Quoted in Olivia Mattis, “Scriabin to Gershwin: Color
Music from a Musical Perspective,” in Kerry Brougher, Jeremy Strick, Ari Wiseman and
60 Steve Gibson
Judith Zilczer, Visual Music: Synaesthesia in Art and Music Since 1900 (London: Thames
and Hudson, 2005), 226.
23 Judith Zilczer, “Music for the Eyes: Abstract Painting and Light Art,” in Kerry Brougher,
Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Synaesthesia in Art and
Music Since 1900 (London: Thames and Hudson, 2005), 76.
24 Judith Zilczer, “Music for the Eyes: Abstract Painting and Light Art,” in Kerry Brougher,
Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Synaesthesia in Art and
Music Since 1900 (London: Thames and Hudson, 2005), 76.
25 Jeremy Strick, “Visual Music,” in Kerry Brougher, Jeremy Strick, Ari Wiseman and
Judith Zilczer, Visual Music: Synaesthesia in Art and Music Since 1900 (London: Thames
and Hudson, 2005), 18.
26 Roger Fry, An Important Event of the Season: Recent Paintings of Alfred Maurer of Paris (New
York: Folsom Galleries, 1913), cited in Judith Zilczer, The Aesthetic Struggle in America,
1913–18: Abstract Art and Theory in the Stieglitz Circle (PhD dissertation, University of
Delaware, 1975), 56.
27 Judith Zilczer, “Music for the Eyes: Abstract Painting and Light Art,” in Kerry Brougher,
Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Synaesthesia in Art and
Music Since 1900 (London: Thames and Hudson, 2005), 32.
28 Judith Zilczer, “Music for the Eyes: Abstract Painting and Light Art,” in Kerry Brougher,
Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Synaesthesia in Art and
Music Since 1900 (London: Thames and Hudson, 2005), 31.
29 Ilene Susan Fort, “Oskar Fischinger, Modernist Painter,” in Cindy Keefer and Jaap Gul-
demond, eds., Oskar Fischinger 1900–1967: Experiments in Cinematic Abstraction (Amster-
dam and Los Angeles: EYE Filmmuseum and Center for Visual Music, 2012), 56–57.
30 For examples see Judith Zilczer, “Music for the Eyes: Abstract Painting and Light Art,”
in Kerry Brougher, Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Syn-
aesthesia in Art and Music Since 1900 (London: Thames and Hudson, 2005), 33–58.
31 Judith Zilczer, “Music for the Eyes: Abstract Painting and Light Art,” in Kerry Brougher,
Jeremy Strick, Ari Wiseman and Judith Zilczer, Visual Music: Synaesthesia in Art and
Music Since 1900 (London: Thames and Hudson, 2005), 51.
32 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari
Wiseman and Judith Zilczer, Visual Music: Synaesthesia in Art and Music Since 1900,
organized by Kerry Brougher (London: Thames and Hudson, 2005), 110.
33 Kristin Thompson, “Early Sound Counterpoint,” Yale French Studies, (60), 1980, 115–
140, www.jstor.org/stable/2930008, DOI: 10.2307/2930008.
34 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari Wise-
man and Judith Zilczer, Visual Music: Synaesthesia in Art and Music Since 1900, organized
by Kerry Brougher (London: Thames and Hudson, 2005), 100.
35 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 46.
36 William Mortiz, “Fischinger at Disney, or Oskar in the Mousetrap (Excerpt),” The Cen-
ter for Visual Music, 1977, www.centerforvisualmusic.org/OFMousetrap.htm.
37 Jaap Guldemond, Marente Bloemheuval, and Cindy Keefer, “Oskar Fischinger, an
Introduction,” in Cindy Keefer and Jaap Guldemond, eds., Oskar Fischinger 1900–1967:
Experiments in Cinematic Abstraction (Amsterdam and Los Angeles: EYE Filmmuseum and
Center for Visual Music, 2012), 10–11.
38 Oskar Fischinger, Studie nr. 5 (excerpt), The Center for Visual Music Vimeo channel,
https://vimeo.com/258726727.
39 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 49.
40 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 49.
41 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari Wise-
man and Judith Zilczer, Visual Music: Synaesthesia in Art and Music Since 1900, organized
by Kerry Brougher (London: Thames and Hudson, 2005), 111.
42 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 49.
Moving Towards the Performed Image 61
43 Len Lye, Swinging the Lambeth Walk, 1940, The British Council Film Vimeo channel,
https://vimeo.com/92722063.
44 The Len Lye Foundation Official Website, All Souls Carnival, 1957, www.lenlyefoundation.
com/films/all-souls-carnival/32/.
45 The Len Lye Foundation Official Website, All Souls Carnival, 1957, www.lenlyefoundation.
com/films/all-souls-carnival/32/.
46 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 51.
47 Norman McLaren, Dots, 1940, The National Film Board of Canada Vimeo Channel,
https://vimeo.com/32645760.
48 W.E. Jordan, “Norman McLaren: His Career and Techniques,” The Quarterly of Film
Radio and Television, 8(1), 1953, 1–14.
49 François Truffaut, The Films in My Life, translated by Leonard Mayhew (New York:
Simon & Shuster, Inc. 1978), 269.
50 Norman McLaren, Blinkity Blank, 1955, The National Film Board of Canada Official
Website, www.nfb.ca/film/blinkity-blank/.
51 Norman McLaren, Blinkity Blank, 1955, The National Film Board of Canada Official
Website, www.nfb.ca/film/blinkity-blank/.
52 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 52.
53 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 52.
54 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 52.
55 L. Caramel and A. Madesani, Luigi Veronesi e Cioni Carpi all Cineteca Italiana, quoted in
Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 52.
56 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari Wiseman
and Judith Zilczer, Visual Music: Synaesthesia in Art and Music Since 1900, organized by Kerry
Brougher (London: Thames and Hudson, 2005), 117.
57 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari
Wiseman and Judith Zilczer, Visual Music: Synaesthesia in Art and Music Since 1900,
organized by Kerry Brougher (London: Thames and Hudson, 2005), 112.
3
LIQUID VISUALS
Late Modernism and Analogue Live Visuals
(1950–1985)
Steve Gibson
Introduction
This chapter focuses on the period from the 1950s to the 1980s and provides
an overview of the dramatic expansion of audio-visual culture and Live Visuals
practice during this timeframe. With the development of new tools, along with
experimental ideas, the concept of the performed image became a reality. The
year 1955 is also a particularly important date, as it can be seen as the start of rock
and roll music. It is also roughly the time in which electronic music expanded
dramatically, both in modernist circles (Stockhausen, Cage, etc.) and in more
popular forms (Louis and Bebe Barron’s score for Forbidden Planet being a key
exemplar).
Technologically, beginning with analogue tools such as film loops and over-
head projection systems and moving towards video in the 1970s and 1980s, the
moving image became a potent force for live performance, not only in so-called
serious art culture but also in popular culture. In addition, the concept of visual
music as established by Fischinger and McLaren (as discussed in Chapter 2) con-
tinued to have wide impact, creating offshoots in the visual music films of John
Whitney and Larry Cuba.
Simultaneous to the earlier developments, the expansion of electronic music
in the 1950s brought new tools for performing and/or distributing sound by
electronic means. Tape-based editing as employed by musique concrete composers
Pierre Schaeffer and Pierre Henry and synthesised sounds by Karlheinz Stock-
hausen using newly developed studios in Cologne pointed to a new form of music
that had natural affinities with the visual music of Fischinger and McLaren.
These were organically combined in a dramatic fashion by Edgard Varèse in
his piece Poeme électronique. This piece was composed for the Phillips Pavilion
in the Brussels Expo of 1958 and combined audio by Varèse and images from
DOI: 10.4324/9781003282396-5
Liquid Visuals 63
Le Corbusier. Poeme électronique prefigured both the music video and the audio-
visual installation as forms.
The 1960s saw a dramatic development of mixed media performance, engen-
dered both by new technologies and by collaborations between popular and art
culture. The Fluxus group of artists began exploring mixed media in a perfor-
mance context, often employing absurdist ideas arguably inherited from Dadaism
and frequently built on ephemeral, conceptual strategies (as opposed to object-
based and craft-oriented techniques). This in turn inf luenced the psychedelic
movement, which exploded with liquid light show performances by The Joshua
Light Show and Single Wing Turquoise Bird. Employing repurposed overhead
projectors mixed with oils and later adding film loops, these groups created
elaborate live visual performances improvised to the music of Frank Zappa, the
Grateful Dead and others.
Pop art live multimedia reached its apex in the 1960s with Andy Warhol’s
collaboration with the Velvet Underground, The Exploding Plastic Inevitable, now
possibly the most well-known mixed-media event of the era, that combined
lights, projections and live music. This performance set the stage for the develop-
ment of multimedia performance using Live Visuals. Parallel to this, expanded
cinema (as outlined by Gene Youngblood in his seminal text of 1970 and prac-
ticed by Guy Sherwin, Tony Hill, Jeffrey Shaw and others) began to conceive of
film as a performed medium, with the filmmaker often interacting in some way
with the film materials in a live context.
The chapter concludes with a look at the developments in the 1970s and 1980s
that moved out of the analogue domain and into the digital. With the develop-
ment of video editing devices and video synthesizers (both analogue and digital)
and the rise of the personal computer, visual effects were easier to achieve in real
time, and artists were able to start working more precisely with visual material
in a performance context. Looking at installations such as Myron Krueger’s Vid-
eoplace, Stephen Jones’s work with video synthesizers for the experimental synth
group Severed Heads and large-scale multimedia performances such as Laurie
Anderson’s United States Live, as well as Merrill Aldighieri’s live video mixes, this
chapter argues that the hybrid form of contemporary Live Visuals was prefigured
and borne out of these experiments.
era (e.g. synthesizers, videotape recorders) had widespread use and a relatively
long life span.
As Léon McCarthy argues broadly in Chapter 8 “aesthetics are profoundly
coupled to technological processes and inventions.”1 This is especially evident
in a form such as Live Visuals, in which the technological means and processes
are so intricately linked with the concerns and contents of the medium and are
simultaneously subject to change at a rapid rate. Given this, it is no accident that
the precipitous rise of various audio-visual technologies in the late modernist era
was accompanied by an equally precipitous rise in the number of audio-visual
forms, from electronic music to expanded cinema, music video and multimedia
performance. Unquestionably these forms were ultimately enabled by techno-
logical advancements, so much so that they would be impossible to have been
established without their relevant technologies.
Key to the development of many of these new audio-visual forms were two
key advances: the development of various electronic music devices, from simple
oscillators and tone generators in the 1950s to the synthesizers of the late 1960s
and 1970s, and the advancement of film and video technology from simple 8 and
16mm film, to 35mm and 70mm, to VHS and Beta videotape recorders in the
1970s and 1980s, and finally to various devices for editing and/or manipulating
visual material (i.e. videotape editors, video synthesizers).
FIGURE 3.1 A music studio at the College for Music (Musikhochschule) in Cologne,
Germany, has two analogue synthesizers still in action: a Moog modular
synthesizer from the late 1960s and, in the background, an ARP 2500
from 1970.
Source: Photo by Maximilian Schönherr. GNU Free Documentation License. Creative Commons
Attribution-Share Alike. https://commons.wikimedia.org/wiki/File:Moog_und_ARP_Synthesizer.
jpg
66 Steve Gibson
A key follow-on development from Elektronische Musik that changed music pro-
duction dramatically was the invention of the synthesizer in the late 1950s. The
first commonly available device was the RCA synthesizer, the Mark 2, which
gained some traction in the late 1950s and 1960s; however, it wasn’t until Bob
Moog (1934–2005) and Don Buchla (1937–2016) released more stable modular
synthesizers in the early 1960s that the synthesizer really took off as a genuinely
viable device for a broader group of musicians and composers (see Figure 3.1).4
Moog’s original synthesizers were much easier to use than the RCA, as they
were (relatively) easily tuned and included a keyboard. Through the invention
and popularisation of the synthesizer, electronic music was truly established
as a separate form: over the next 50 years it continually expanded to become
arguably the most dominant musical form of the 21st century. Again, given the
intricate connection between electronic music and Live Visuals, the technol-
ogy of the synthesizer is key to understanding the history of the performed
image.
In Los Angeles in the late 1950s, John Whitney started purchasing junk:
“mechanical junk excreted from army depots across the country. . . . Junk
Liquid Visuals 67
Key to note here is that the brothers used repurposed technology to create this
work. Repurposing of ‘other-intended’ technology as described earlier also reso-
nates with the work of musique concrete composers described previously, but also
foreshadows the work of succeeding Live Visualists, from experiments with oils
on overhead projectors in the 1960s, to the use of the film projector as a live
performance device in expanded cinema, to the scratch video of the 1980s and
1990s. Without a doubt, the history of audio-visuals and Live Visuals in the late
modern period is one in which almost many, if not most, key advancements were
made by repurposing existing technologies.
James Whitney’s Lapis is described in particularly striking terms by expanded
cinema pioneer Gene Youngblood (1942–2021) as “cybernetic cinema.” 9 In
general terms “cybernetics became part of the foundation for an emerging dis-
course of both human-machine interaction and computational representation.
Youngblood’s rhetoric situated the Whitneys’ films not simply as works made
with a computer but as works engaged with this larger field.”10 Key to this
characterisation is the notion of a larger body of technologically created audio-
visual art production, in this case under the banner of cybernetics. While the
visual field of Lapis superficially recalls the hand-drawn visual music of Lye
and McLaren, its sensibility is much more in keeping with 1960s psychedelia
and California-based cybernetic art. This is evident both in the choice of music
(Ravi Shankar) and in the use of the analogue computer to generate complex
mandalas.11 Certainly watching Lapis in the present era, one can see the visual
composition as key to the development of a genuine style for audio-visual cul-
ture, and (acknowledged or unacknowledged) traces of the Whitneys’ work
can be felt in the work of club visualists, as well as more experimental live
audio-visualists.
John Whitney had a long and varied career following this and is now consid-
ered one of the pioneers of computer graphics audio-visuals:
FIGURE 3.2 Le Corbusier and Edgar Varese, Poeme électronique, Phillpis Pavilion,
Brussels World’s Fair, 1958.
Source: Photo by Maximilian Schönherr. GNU Free Documentation License. Creative Commons
Attribution-Share Alike. https://creativecommons.org/licenses/by-sa/3.0/
FIGURE 3.3 Nam June Paik – Shuya Abe: Paik-Abe Video-Synthesizer, 1969/92.
Changing Channels, MUMOK, Vienna, 2010. Photo: Zs. Gyenes. Used
by permission.
Source: www.kunsthalle-bremen.de/en/view/static/page/contact-us
as both an exhibition and stage device. His work in the 1960s included TV Cello,
a stack of TVs repurposed as a string instrument (see Léon McCarthy’s further
discussion of this in Chapter 8). Key to Paik’s work was the use of visual devices
in the performance context (though most Fluxus artists bristled at the term ‘per-
formance’ at the time).16
Paik was also a keen inventor, and his work with engineer Shuya Abe (1932–)
resulted in the Paik-Abe Video Synthesizer (see Figure 3.3):
From 1969 to 1971, together with television technician and specialist Shuya
Abe, Paik constructed a video synthesizer that made it possible for him to
edit seven different sources simultaneously – in real time. Seven cameras
are calibrated to receive seven colors, each perceiving/photographing only
a single color. The equipment is enhanced by a button for mixing, and a
small clock that reverses the colors – from ultraviolet to infrared.17
While the device itself remained a curiosity (though it was later used by one
of Paik’s students, Jim Wiseman),18 both in its form and intent, the device is an
obvious precursor to other video synthesizers such as the Fairlight Computer
Liquid Visuals 71
The psychedelic light show rejected the materialist art object in favour of
the ephemeral Happening, the commercial gallery for the underground
space. . . . In these events, painting, film, color organs, and music came
together. . . . As early as 1952 . . . Seymour Locks taught a course called
“Light and Art” in which he demonstrated to his students the possibility of
creating motion painting by swirling colored liquids in a dish and casting
the “painting” on the wall by means of an overhead projector while a jazz
group improvised a musical accompaniment.22
The psychedelic light show was quickly adopted at various venues, particularly in
San Francisco, and was often accompanied by the music of the electronic music
composers associated with what later become the San Francisco Tape Music
Center, including high-profile figures such as Pauline Oliveros (1932–2016)
and Morton Subotnik (1933–).23 These shows eventually branched out to other
Liquid Visuals 73
locales and cities, including London and New York: “In London, artists such as
Mark Boyle and Joan Hills, as well as Gustav Metzger, created light shows as
art events and for rock concerts ranging from Soft Machine, Pink Floyd, and
the Who.”24 In New York, a number of artist/techies, including Joshua White,
William Schwarzbac, and Tom Shoesmith, consolidated into the Joshua Light
Show.25
The Joshua Light Show was for many the public face of Live Visuals culture
in the 1960s, appearing with popular musical figures as Jimi Hendrix, Frank
Zappa and Janis Joplin. For their performances they used “liquid projection
using colored oil and water on overhead projectors,”26 clearly continuing the
Whitney brothers’ (and others) proclivity for repurposing existing technology.
These oils were mixed live and projected large-scale, creating spectacular, non-
repeatable visuals performances in sync with the psychedelic music of the era (see
Figure 3.5). With these shows Live Visuals unquestionably entered the main-
stream of popular culture.
Simultaneous to the Joshua Light Show’s events in New York, Silver Wing
Turquoise Bird in Los Angeles were performing alongside The Grateful Dead,
Steve Miller Band and The Velvet Underground. Silver Wing were “a more
film-based light-show group . . . composed of a number of filmmakers and
artists directly aware of the work of Fischinger, the Whitneys and [ Jordan]
FIGURE 3.5 The Joshua Light Show with Frank Zappa and the Mothers of Invention,
The Mineola Theater, Long Island, New York, 20 December 1967.
Used by permission.
Source: [email protected]
74 Steve Gibson
Belson.”27 Silver Wing applied a more cinematic approach to their live perfor-
mances than the Joshua Light show and used “film, strobes, and a vast array of
slides that could be animated over other images.”28 Their lionisation by Gene
Youngblood as “a combination of Jackson Pollack, and 2001”29 ties them more
directly to expanded cinema, as does the fact that they also performed in galleries
and museums as experimental performing artists in addition to the shows with
popular music groups. In this respect Silver Wing connected Live Visuals to both
art culture (and in particular to expanded cinema) and to popular culture.
This live cinema performance is key to understanding the history and tech-
nology of early live cinema, as well as later developments connected to it,
including the work of contemporary live cinema artists. In the performance
Sherwin holds a mirror up to the projected image of himself, moving it around
the room and changing its focus and angle. It becomes a sort of low-tech
visual effects system for compositing an image on a figure, as well as a ghostly
ref lection on the nature of the changing self. In this manner, its ‘lo-techness’
is quite similar to the use of overhead projectors by the psychedelic light show
artists of the previous ten years and ties broadly into the repurposing common
in much historical and contemporary Live Visuals production. Live cinema is
generally characterised not only by the liveness of the cinema experience but
also by the inclusion of repurposed devices (some simple, some much more
complex) often used to distort the film image in some way in relation to the
performance itself.
Another live cinema artist known for repurposing devices and including both
himself and the audience in the live experience is Tony Hill. His Floor Film from
76 Steve Gibson
FIGURE 3.6 Floor Film by Tony Hill, 16mm film installation, 30 minutes, 1975. Images
taken during a screening with a young audience on the screen watching
the film. ©Tony Hill 2020. Used by permission.
Source: Mail conversation with artist available on request
1975 (see Figure 3.6) is similar in its ‘liveness’ to Sherwin’s work as described
earlier but also includes the audience as part of the live film experience:
The 1975 original of this unique film was projected via a large, overhead
mirror onto a screen which formed the f loor of a small room. The audi-
ence watched the film either by standing on the screen or by viewing
through the mirror. Seen through the mirror the audience members in the
room become part of the film. Those standing on the screen experience
situations such as walking on water, the screen catching fire and other
unusual events.32 (Note: A recent 2016 upgrade of this film installation can
be seen on Vimeo: https://vimeo.com/198752309).
In Floor Film audience members can superimpose themselves over a film projected
onto the f loor, often moving in front of or alongside figures and/or objects in
the film scene. The audience therefore becomes a direct part of the performance
event, in essence foreshadowing the role of audience later seen in interactive
art of the 1990s and following. Hill is also well known for his technical rigs,
which often involve repurposing or developing technologies for distinct filmic
Liquid Visuals 77
purposes. These rigs are often used to have an immersive experience of the film
event.33 For more information about Tony Hill’s work please see Chapter 16,
Interview 1, for a detailed interview with him.
The experience of live cinema continued from the mid-1970s to the present.
Both Hill and Sherwin (as well as other expanded cinema artists such as Mal-
colm Le Grice) have created multiple works since these initial projects, often
with updated technologies and techniques. In addition, many succeeding artists,
from Laurie Anderson to The Light Surgeons, followed on from the approaches
of these early works and incorporated film in a live and performative context,
albeit in more multimedia contexts. In the early 21st century live cinema is now
a recognised, distinct form that overlaps audio-visual and live visual performance
in some ways, but also retains unique features that can be tied back to these ini-
tial experiments. See Chapter 12 for more on contemporary live cinema work.
The Vasulkas used audio synthesizers as a starting point: the core of their
system was in particularly the idea of the oscillator, that is the wave genera-
tor that could be used for both audio and video. By regulating a synthesiz-
er’s control tension, they could in fact simultaneously modify the sound’s
pitch and the image’s size.35
This direct use of the synthesizer as a simultaneous control device for audio and
visuals stands as a key development for VJ/DJ culture and present-day audio-
visual performance, particularly as the keyboard synthesizer (along with the
MIDI control surface) remains a key interface device for live audio-visual per-
formance to the present day.
78 Steve Gibson
Another figure who was key to the development of electronic and interactive
art in the 1970s was Myron Krueger (1942–):
Myron Krueger was the first artist to focus on interactive computer art as
a composable medium. In the process, he invented many of the basic con-
cepts of virtual reality. He pioneered the development of unencumbered,
full-body participation in computer-created telecommunication experi-
ences and coined the term “Artificial Reality” in 1973 to describe the
ultimate expression of this concept.36
Krueger had a distinct advantage over many other electronic and interac-
tive artists, as he was trained as a computer scientist (he received his PhD in
computer science from the University of Wisconsin-Madison). He therefore
had the technical background to develop his own computer systems. Begin-
ning in 1969 (with Daniel Sandin and others), he “developed the audiovisual
interactive environment glowf low,”37 which allowed the audience to interact
with light and sound in real time. His key project, however, was Videoplace
(1974). 38
Videoplace was a key piece of interactive art for Live Visuals, as it used a
camera-based system to ‘transport’ the outline of users’ figures into a simple
computer world, in which they could interact in real time with visual figures:
Krueger laid the philosophical, technical and conceptual foundation for inter-
active art with Videoplace. Importantly, he established that the quality of interac-
tion could provide a means for discussing the aesthetics of the work, but he also
illustrated how user input could be fed directly into a real-time visual world,
allowing the audience to be directly part of a live visual environment. Videoplace
became not only a touchstone for the idea and realisation of interactive art, it
Liquid Visuals 79
also established the groundwork for virtual and immersive environments more
generally. A number of key artists – from Jeffrey Shaw (1944–) in the 1980s
to Rafael Lozano-Hemmer (1967–) in the 1990s and 2000s – followed up on
Krueger’s ideas and strategies, creating ever more complex works in which the
user interacted with graphics, video and eventually 3D worlds in real time. For
more information and a direct discussion of the use of Live Visuals in interactive
and immersive environments see Chapter 13.
Spiegel could draw forms with a graphic tablet and simultaneously, through
other devices, modify the image’s parameters, such as size, color and tex-
ture, and then record them. The tools used for the audio, for instance
filters, reverbs and so on, could also be used for images, and so Spiegel had
her hands on a full-f ledged audiovisual instrument.45
80 Steve Gibson
FIGURE 3.7 Sandin’s Image Processor, exhibited at School of the Art Institute of
Chicago (SAIC), with complex oscillators patch as written up by James
H. Connolly.
Source: Photo by Rosa Menkman, 2015, www.f lickr.com/photos/r00s/17016562038/. Creative
Commons.
FIGURE 3.8 Fairlight Computer Video Instrument, an early digital video synthesizer.
Fairlight is now owned by BlackMagic. Used by permission.
Source: www.blackmagicdesign.com/support/
Liquid Visuals 81
Arguably the first (relatively) well-known commercial video synthesizer was the
Fairlight Computer Video Instrument (CVI), “an early video synthesiser devel-
oped in Australia in the 1980’s. It was intended to be a ‘video version’ of the
iconic Fairlight CMI (Computer Music Instrument).”46 The Fairlight CMI was
developed in the late 1970s and became a fixture in popular music in the 1980s.
It was the first commercial music device to allow both sampling and a primitive
version of computer sequencing. It was used extensively by artists such as Peter
Gabriel, Kate Bush, Jean-Michel Jarre and Art of Noise. The Fairlight CVI had
a similar look to the CMI (see Figure 3.8) and allowed for the application of a
number of video effects to source footage in real time. It became a ubiquitous
device for videos shows on MTV in the early days of the music video. Accord-
ing to http://fairlightcvi.com/, the following videos utilised the Fairlight CVI:
A cursory look at any of the videos (available on YouTube) will reveal the quality
of the processing capabilities of the CVI. It was capable of rudimentary compost-
ing, as well as a range of 8-bit effects, most of which are now quite dated look-
ing. In the better examples (e.g. Jean-Michel Jarre’s Zoolookologie), the effects are
relatively seamlessly used, and the compositing (while somewhat rudimentary)
is achieved somewhat believably considering the era. It is clear that a lot of work
remained to be done before digital video synthesis could be considered an aes-
thetically satisfying tool.
Undoubtedly the development of video as a format in the late 1970s and
1980s contributed greatly to the interplay between sound and image. The rise
of the music video via MTV (and others) ushered in an era in which music
was often discovered because of its visual representation. While early-era MTV
music videos are obviously not live in any sense, they plainly created a techni-
cal and conceptual language for the cross-pollination between sound and image
and undoubtedly inf luenced the next generation of scratch video artists and VJs.
Videos such as David Bowie’s Ashes to Ashes (1980) or Cabaret Voltaire’s Senso-
ria (1984) reveal sensibilities that owed a considerable amount to earlier audio-
visuals, montage and visual music, but also pointed to the future of Live Visuals
in their use of extreme effects, fast cuts in sync with the music and precise audio-
visual timing.
The inf luence of MTV video, audio-visual culture and work with video syn-
thesizers made its way into the live music domain as well. One of the more
striking examples of this was in the work of Stephen Jones (1951–) for Australian
electronic music group Severed Heads. Jones began working with video in the
mid-1970s and “and acted as the technical attendant for the Nam June Paik &
Charlotte Moorman exhibition at the Art Gallery of NSW (AGNSW) in April
82 Steve Gibson
1976.”48 In the late 1970s he worked extensively with video systems and live
audio-visual productions for both art and popular figures. He developed his own
video synthesizer in 1979, and in 1982 he joined Severed Heads as a full-time
member of the band, arguably becoming the first resident VJ for a touring band:
“Well-known as the video component of the important Australian electronic
music group Severed Heads, Jones worked with them for ten years, producing
and touring a large number of their videos. As a member of the band, he used his
custom-built video synthesiser as part of the live stage show.”49 Jones toured with
the Severed Heads throughout the 1980s and produced Live Visuals that were
genuinely performance visuals:
Unlike most other bands who incorporate visuals into their show, Jones’
contribution was very much a live performance. Rather than just project-
ing images with maybe some cross-fading and other simple manipulations,
Jones with his videosynthesiser was able to do much more sophisticated
image manipulation, such as changing key levels governing how images
were overlaid and, perhaps more significantly, the videosynthesiser (as its
name implies) generated moving patterns, often triggered by the audio. So
no two performances would have the exact same visuals, even though they
used the same base visual material.50
The visual record of this event is somewhat limited (there are no official video
or DVD releases of the original 1975 performances), but the pictorial evidence
at Jeffrey Shaw’s webpage53 suggests a highly complex stage setup with multiple
screens and complex lighting that clearly has echoes in later Live Visuals per-
formances, including those of Laurie Anderson (described later), scratch video
performances (described in the next chapter) and live audio-visual performance
in general from the 1990s onward. Other bands of the era also used increasingly
complex stage setups, including Pink Floyd for their performances of The Wall
(1980–1981), which used a very elaborate stage setup including an on-stage Wall.
This was later turned into a well-known film in 1982 by filmmaker Alan Parker.
With the advent of punk in the late 1970s, this level of theatricality was gen-
erally frowned upon, and most bands stripped down their stage setups. A few
years later, in the early 1980s, with the rise of new wave and the integration
of the 1970s avant-garde into popular culture, artists such as Laurie Anderson
84 Steve Gibson
began to conceptualise complex stage shows as the de facto mode for live per-
formance. Genesis’s and Pink Floyd’s events were effectively one-offs for a single
tour (though Pink Floyd resurrected The Wall after the fall of the Berlin Wall
in 1990). Anderson, on the other hand, made a career out of being primarily
known as a multimedia performing artist: her work was best experienced in a
live setting in which the viewer was immersed in a complex multimedia experi-
ence that included music performance, dance, spoken work, theatrical props and
multiscreen projection.
Laurie Anderson was a classically trained violinist who emerged from the New
York performance art scene in the late 1970s. In 1982 she released Big Science,
featuring the track O Superman, which surprisingly went to No. 2 on the British
charts. Nonesuch Records has made the video for O Superman available at their
YouTube page: www.youtube.com/watch?v=Vkfpi2H8tOE.54 The video for this
piece became an iconic representation of the avant-garde artist in the 1980s, but
it also revealed a demonstrable pop sensibility, albeit one clearly in sync with new
wave rather than conventional rock or pop. The video was a representation of
Laurie Anderson’s multimedia renditions of the piece in performance. She plays
keyboard and sings via a vocoder. The video uses simple lights and projections
which Anderson interacts with by means of her hands and later in the video vari-
ous other body parts. The effect is quite similar to the work of live cinema artists,
as Anderson inserts herself within the projections in real time. The video also
evidences some rudimentary visual effects (compositing, multiple screens), par-
ticularly toward the end, but again represented within the context of Anderson
performing live. In live performances of the piece, one of which I witnessed, she
effectively re-created the video on stage, with all of the live video elements.
Prior to the success of O Superman, Anderson primarily played in small arts
venues, but after its surprise rise in the charts, she moved to larger venues and
ever more elaborate multimedia spectacles, such as her epic performance United
States Live (released on five vinyl records in 1983 and four CDs later) or her
video release of Home of the Brave from 1986 (available now on DVD). The latter
featured not only a group of highly skilled music performers (such as Adrian
Below and David Van Tiegham) but also had an incredibly elaborate (for the era)
projection setup, with complex imagery accompanying each live performance,
along with theatrical props, and very particular guest appearances, such as one
from cut-up writer William S. Burroughs. Both United States Live and Home
of the Brave set the stage for multimedia audio-visual performances of the suc-
ceeding two decades. Using a combination of analogue and digital projection
systems, complex lighting, as well as live electronic music, the work of Laurie
Anderson in the early 1980s was key to the development of the performed
audio-visuals. Following on from her, a generation of artists emulated the form
(if not necessarily the look and sound) of Anderson’s work, resulting in a gen-
eration of live video performances that dominated in the 1980s and 1990s.
Amongst a number of artists (Captain Beef heart, Frank Zappa, etc.) also
associated with the American avant-garde in the 1970s and 1980s, well-known
Liquid Visuals 85
Her historic filming of the live performances of punk, new wave, jazz and
industrial music form a diary marking her time at this seminal club. . . .
More than 200 hours of live music performances were recorded by Aldigh-
ieri during a year at Hurrah (1980–1981). Excerpts from 30 different live
shows include legendary bands like New Order, Mission of Burma, Maga-
zine, Gang of Four, The Psychedelic Furs, A Certain Ratio, and Bush
Tetras, as well as interviews with Cynthia Sley, Jim Fouratt, Anita Sarko,
Dee Pop, Ron Jagger, Bill Laswell, Jim Jarmusch, Stephanie Kaye, Alan
Vega, George Wrage and many more, blended with rare archival footage
and visually daring animation inspired by her nightly VJ improvisations.57
Aldighieri had been trained as a filmmaker and moved to New York in the
1970s, where she worked on The Muppet Show. In 1980 she began to work at the
Hurrah nightclub:
HURRAH was the first club to make a video installation as a focal point of
the club environment, but until I came they were just turning it on occas-
sionally [sic] to play films. I asked if I could experiment to create a real-time
86 Steve Gibson
constant f low of visuals to work with the DJ’s music so when my film played,
the f low would not stop. When they offered me my first paycheck, the word
VJ was born as we looked for how to note what I was doing.58
Her approach was aided by an enormous bank of video clips she had at her
disposal and were mixed in real time to various DJs, as well as bands and per-
formers. As such she became demonstrably the first club VJ, and while this may
be apocryphal, it has been claimed that the “MTV founders came to this club
[HURRAH] and Merrill introduced them to the term and the role of ‘VJ’,
inspiring them to have VJ hosts on their channel the following year.”59
Regardless of the accuracy of this claim, there is no doubt that the Aldighieri
was the first to perform as a visualist in a club atmosphere, and therefore can reason-
ably be dubbed the godmother of visual jockeying. “Extracts from the LIVE AT
HURRAH video archive made by Merrill Aldighieri that will serve as the basis for
a series of documentaries on her pioneering experience in music-video in the early
80s” are available in a collection at 2 Live at HURRAH.60 Certainly her influence
lived on (either accidently or by design) in the scratch video of the succeeding years,
and naturally in the club VJing came to the forefront in the 21st century.
Conclusion
The period from 1955 to 1985 was undoubtedly a period of substantial change,
both in the arts and sciences. In general, it was a period of considerable tech-
nological advancement, though these developments were achieved primarily
through analogue means (with some obvious exceptions, as outlined earlier).
Towards the middle of the 1980s, the digital became more prominent when the
MIDI specification was solidified in 1985. Combined with the broad dissemi-
nation of the personal computer in the late 1980s by Apple, IBM and Atari,
this marked a significant shift from the previous primarily analogue work
in which much live interaction was done by hand or with devices that were
extremely large, often unreliable and had no capacity to save configurations.
Clearly the work of artists as diverse as the Whitneys, Silver Wing Turquoise
Bird and Laurie Anderson fed into the next generation of live visual and live
audio-visual performers, at least in terms of concept; however, as the 1980s
moved on, analogue devices were slowly replaced by digital ones. The result was
that a certain repeatability was achievable that was previously elusive. In addi-
tion, digital editing allowed for greater audio-visual precision, which was taken
up by the next generation of live visualists, audio-visual artists and live cinema
performers. This leads us to our next discussion on scratch video and rave.
Notes
1 Léon McCarthy, “Live Visuals: Technology and Aesthetics,” Chapter 8 in Steve Gibson,
Stefan Arisona, Donna Leishman and Atau Tanaka, Live Visuals: History, Theory, Practice
(London: Routledge, 2023).
Liquid Visuals 87
2 Paul Griffiths, A Guide to Electronic Music (New York: Thames and Hudson, 1979), 12.
3 Paul Griffiths, A Guide to Electronic Music (New York: Thames and Hudson, 1979), 13.
4 Paul Griffiths, A Guide to Electronic Music (New York: Thames and Hudson, 1979), 18–19.
5 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 55.
6 James Whitney, Yantra, 1957, Chapadão do Formoso YouTube page, www.youtube.
com/watch?v=nvWwlZSXaR0.
7 John Whitney, Digital Harmony: On the Complementarity of Music and Visual Art (King-
sport, TN: Kingsport Press, 1980), 184.
8 Zabet Patterson, “From the Gun Controller to the Mandala: The Cybernetic Cinema of
John and James Whitney,” Grey Room, 36, Summer 2009, 36–57 (Grey Room, Inc. and
Massachusetts Institute of Technology, 2009), 37.
9 Gene Youngblood, Expanded Cinema (New York: E.P. Dutton & Co., 1970), 194.
10 Zabet Patterson, “From the Gun Controller to the Mandala: The Cybernetic Cinema of
John and James Whitney,” Grey Room, 36, Summer 2009, 36–57 (Grey Room, Inc. and
Massachusetts Institute of Technology, 2009), 38.
11 James Whitney, Lapis, 1966, Chapadão do Formoso YouTube page, www.youtube.com/
watch?v=kzniaKxMr2g.
12 William Moritz, “Digital Harmony: The Life of John Whitney, Computer Animation
Pioneer,” Animation World Magazine, (2.5), August 1997, www.awn.com/mag/issue2.5/
2.5pages/2.5moritzwhitney.html.
13 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 74.
14 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 76.
15 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 76.
16 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 77.
17 Nam June Paik, Videa ‘n Videology 1959–1973 (New York: Emerson Museum of Art,
Syracuse, 1974), 55.
18 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 82.
19 George Fifield, “The Paik/Abe Synthesizer,” The Early Video Project, website, 2000,
http://davidsonsfiles.org/PaikAbeSythesizer.html.
20 Adrano Abbado, Visual Music Masters (Milan: Skira Editore, 2017), 78.
21 A documentation of Exploding Plastic Inevitable can be seen on tomorrowpictures.tv, http://
tomorrowpictures.tv/radio-tv-film/VNE4lSYAACcNQSvL/exploding-plastic-inevitable.
22 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari Wise-
man and Judith Zilczer, Visual Music: Synesthesia in Art and Music Since 1900, organized
by Kerry Brougher (London: Thames and Hudson, 2005), 159.
23 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari Wise-
man and Judith Zilczer, Visual Music: Synesthesia in Art and Music Since 1900, organized
by Kerry Brougher (London: Thames and Hudson, 2005), 159–160.
24 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari Wise-
man and Judith Zilczer, Visual Music: Synesthesia in Art and Music Since 1900, organized
by Kerry Brougher (London: Thames and Hudson, 2005), 161.
25 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari Wise-
man and Judith Zilczer, Visual Music: Synesthesia in Art and Music Since 1900, organized
by Kerry Brougher (London: Thames and Hudson, 2005), 161.
26 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari Wise-
man and Judith Zilczer, Visual Music: Synesthesia in Art and Music Since 1900, organized
by Kerry Brougher (London: Thames and Hudson, 2005), 162.
27 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari Wise-
man and Judith Zilczer, Visual Music: Synesthesia in Art and Music Since 1900, organized
by Kerry Brougher (London: Thames and Hudson, 2005), 166.
28 Kerry Brougher, “Visual Music Culture,” in Kerry Brougher, Jeremy Strick, Ari Wise-
man and Judith Zilczer, Visual Music: Synesthesia in Art and Music Since 1900, organized
by Kerry Brougher (London: Thames and Hudson, 2005), 166.
29 Gene Youngblood, Expanded Cinema, Introduction by R. Buckminster Fuller (New
York: P. Dutton & Co., Inc., 1970), 394.
88 Steve Gibson
Introduction
During the 1980s and 1990s the aesthetics and practice of Live Visuals entered the
mainstream, leading to better acknowledgement of the ‘Live Visuals performer’
as an important creative role. The rise of rave culture also created changes in
audience experience – being in a large, disinhibited dance-focused crowd now
demanded an alternative form of visual spectacle to replace the previous tradition
of the stage as the place of visual focus. Simultaneously the growth in stadium-
scale gigs also instigated the need to create more ambitious visuals, allowing
Live Visual performers to work on larger-scale and visually more innovative
productions.
These new contexts also provided live visualists new opportunities to pres-
ent contemporary socio-political subject matter to their audiences; themes such
as Thatcherism, Reaganomics, mass consumption and environmental degrada-
tion were commonly addressed within the audio-visual content of this period.
Interestingly, while mass media was a site for their criticism, for some artists, it
also became a channel through which they found a more mainstream voice – the
prime example being through the creation of music videos that were then seen
on MTV (as outlined in Chapter 3).
Developments in technology played an important role in driving these
changes. The emergent media technologies of the VHS video, the Panasonic
MX10 Digital Video Mixer and rudimentary computer-based video editing
greatly facilitated new forms of creation and production. As is argued in Chap-
ter 8, such experimental use of technology helped shape the visual aesthetic that
emerged during this era. By reappropriating broadcast content on VHS tapes,
irony and juxtaposition came to underpin the aesthetic; these approaches are also
reminiscent of the ‘montage’ technique used by Sergei Eisenstein (as discussed in
Chapter 2). By combining broadcast content with computer-generated graphics
DOI: 10.4324/9781003282396-6
90 Léon McCarthy and Steve Gibson
and text, visual artists could elect to be more narratively ambitious. Later hard-
ware developments afforded better real-time computer processing, which when
harnessed, allowed for the generation of ‘audio-responsive’ visuals. For Live
Visual performers, the development of better interactive interfaces made it pos-
sible to utilise all the new advantages of desktop computers and software into
their stage productions.
Parallel to these developments, the acid house movement began in Chicago
in the mid-1980s and moved quickly to the UK, culminating with the “Second
Summer of Love” in 1987.1 Acid house was a simple form of dance music, with
a pulse that was driven by the iconic Roland TB-303 synth. Acid house fed
directly into the establishment of rave culture, which was christened by former
Throbbing Gristle/Psychic TV singer Genesis P-Orridge in 1989.2 Rave usu-
ally consisted of illegal events in huge venues, where drugs were consumed and
hedonistic dancing took place to electronic music. Though initially driven by
acid house, other forms of electronic music such as drum and bass and techno
became common at raves in the 1990s. The rave, while not always employing
Live Visuals, often did have psychedelic qualities achieved through lighting that
brought to mind the equally psychedelic events of the 1960s (see Chapter 3 for
more on psychedelic events such as The Joshua Light Show’s performances and
Chapter 11 for more on the hedonism of rave culture).
This chapter will select and discuss some of the most pioneering live-visual
performers of the 1980s and 1990s as examples to illustrate what happened when
culture was mediated through emerging technology. The chapter will begin in
the UK with scratch video, stay in the UK to discuss rave culture, move to the
United States to discuss Emergency Broadcast Network (EBN) and then return
to the UK to consider Coldcut.
Scratch Video
While of a lesser fidelity than 35mm film, video editing made the process of
editing much faster and so had a particular utility for live TV broadcast.
During the 1960s and 1970s some artists such as Nam June Paik (also discussed
in Chapter 3) had experimented with video, recontextualising the meaning of
the original content in order to comment on the nature of mass media, distribu-
tion and consumption. Across music, fashion and art similar reappropriation pro-
cesses were emerging, contributing to the postmodern perception or belief that
content is not fixed; rather, it has multiple meanings depending on the context
of its consumption and the interpretation of the receiver.
For video artists in the 1980s, opportunities to work with new production
technologies were rare, as the cost of working with video was prohibitively
expensive; the mechanisms for producing video remained within the confines of
the TV studio. As outlined in Chapter 3, the release of cheaper VHS video decks
gave consumers the opportunity to record content that had been made for live
broadcast, breaking the reliance of the live schedule set by cable TV and usher-
ing in the concept of personally determined playback. Cheaper video technol-
ogy also made it easier for video artists to sample and recontextualise broadcast
content. It was when a group of London-based video artists began using VHS
decks in this way that their styles, processes and aesthetics converged to become
known as the ‘scratch video’ movement. Andy Lippman offers an apt descrip-
tion of this movement: “If television is our shop window on the world, scratch
has just chucked a brick through it, and is busy looting 30 years of goodies, with
abandon.”3
There are many ways in which scratch video had an impact on the develop-
ment of Live Visual performance practice, three of which will now be discussed:
the processes it established, the aesthetics that emerged and the contexts in which
it found an audience.
FIGURE 4.1 The Duvet Brothers, still from the video Blue Monday (1984); an example
of sampled footage chroma-keyed and composited with text. Used by
permission.
materiality of the medium. These artists might keep such artefacts in their edit or
might exaggerate the appearance of such with colour saturation filters and zoom
effects, all video processes that were readily available to video artists in the 1980s.
In Absence of Satan by George Barber, we see an example of a hyper-saturated
sequence that, due to the process applied, enhances any presence of interlacing
and interference (as can be seen in Figure 4.2).
By combining video effects, video artists could further reveal the nature of
the analogue video patterns on tape; in the hands of scratch video artists such
as George Barber, this often revealed a rough beauty unique to the medium.
Figure 4.3 shows a frame from the compilation The Greatest Hits of Scratch Video
Vol. 110 in which the artist is doing just this. This image also reveals another
technique used by many scratch video artists but initially pioneered by George
Barber – the use of the chroma-key effect to composite two video sources as a
moving image montage.
Iconography featured across the work of some scratch video artists; careful
use of the chroma-key effect gave some video montages the appearance of stop-
frame animations. Once content destined for the TV screen was reappropriated,
the irony inherent in the tropes typically used in mass media advertising would
94 Léon McCarthy and Steve Gibson
FIGURE 4.2 George Barber, still from the video Absence of Satan (1985), an example
of video effects heightening the interlacing artefacts inherent to the
medium.
Source: Courtesy of George Barber and LUX London. Used by permission.
FIGURE 4.3 George Barber, still from the video The Greatest Hits of Scratch Video Vol
1, 1980s, an example of composited footage treated with video effects
that heighten the materiality of the medium.
Source: Courtesy of George Barber and LUX London. Used by permission.
Scratch Video and Rave 95
emerge and/or be placed centre stage in the work. A critical awareness of the
insidious nature of advertising began with Dada video artists and continued with
scratch video artists such as Jeffrey Hinton; in the following excerpt (taken again
from The Greatest Hits of Scratch Video), we see how he has looped segments of
late-night cable TV adverts in a way that points out the absurdity of such produc-
tions. This is a stylistic sensibility that can be seen later in the work of EBN and
many contemporary live-visual performers such as The Light Surgeons, Polar
Fantasy and Richard Curtis.
Rave Culture
In the 1980s the emergence of the nightclub as a more mainstream environ-
ment created a demand for a new form of visual spectacle. It was for an audience
focused on dancing that Live Visual performers established their processes, aes-
thetics and narrative forms. It could be argued that it was the emergence of a new
medium (VHS) and an alternative context (nightclub) that created the breeding
ground for the development of Live Visual performance practice.
A Broadcast Movement
The scratch video movement did not emerge from the traditional gallery setting,
but rather from nightclubs and community dancehalls. This shift in context to
96 Léon McCarthy and Steve Gibson
a different type of audience was profound, as it meant scratch video artists had
to establish a semiotic language suited to mainstream communication. This was
not hard; by sampling mainstream TV content, they were piggybacking upon
the codes of mass media. It is no surprise that their hijacking and subversion of
the semiotics of mass media led the TV and advertising industries to reappropri-
ate its graphical stylisation to communicate to the youth culture of the 1980s
and 1990s.
It wasn’t only in London that a visual spectacle was being created in night-
clubs; as outlined in Chapter 3, in 1980 the New York nightclub Hurrah had
installed a TV wall and invited video artist Merrill Aldighieri to use it. She
went on to produce live video content to accompany the DJs who performed
there with a two-year residency leading to her being termed the world’s first
‘VJ.’ While the term was then appropriated by MTV to define their video hosts,
Aldighieri was the first individual to actually be cited as a live visualist.12 As
Chapter 3 has illustrated, she created visual performances for an enormous range
of musical artists from the post-punk scene. Other live visualists followed, such
as Stephen Jones for Severed Heads, and they helped to establish the notion of
the ‘performed image.’ This was an integral component of 1990s that in part was
driven by rave and techno culture, which in turn was dominated by DJ-based
electronic music alongside developments in stage performances with live music.
work, and these projections would have little impact in the darkness of a night-
club environment. TV walls had been experimented with by artists such as Nam
June Paik; these were brighter but required the use of expensive analogue video
sources. It was not until video artists began tinkering with VHS sources that an
opportunity arose to install TV walls in nightclubs.
As outlined earlier, video artists created bespoke videotape systems and used
video synthesizers and video mixers to suit the context of the nightclub (rather
than the TV studio), but in the nightclub it took time to replicate the same pro-
cesses that worked in the TV studio. It should then come as no surprise that many
video artists established long-running residencies in venues; they were integral
to developing the installed video systems and were one of the few who could
operate the same. This was the case with Aldighieri, but also many of the scratch
video artists in London.
FIGURE 4.4 Fantazia Summertime Rave, May 1992, Bournemouth Matchams Park
Altjunglist.
Source: CC BY-SA 4.0 <https://creativecommons.org/licenses/by-sa/4.0>, via Wikimedia Commons.
with vocals and multicoloured lights (although acts such as Orbital controlled
their music via MIDI-enabled control interfaces, drum machines and sequenc-
ers, as well as live performance). It should also be said that rave also had its own
distinct visual style and identity – for example, the ubiquitous adoption of glow-
sticks or pacifiers and soothers alongside backpacks were common identifiers of
being part of the rave scene. The more dominant visual style was ‘trippy’ and
harkened back to the earlier psychedelic movement, though now with a techno-
logical f lavour. Running concurrently with rave were the inf luencing subcul-
tures of techno-utopian psychedelia (Timothy Leary) and cyberpunk (William
Gibson) as encapsulated by Mondo 2000 magazine.17
The moral panic about rave culture reached a zenith in 1994 with the advent
of Section 63 of the Criminal Justice Act in the UK,18 part 1 of which reads as
follows:
as, by reason of its loudness and duration and the time at which it is
played, is likely to cause serious distress to the inhabitants of the local-
ity; and for this purpose –
(a) such a gathering continues during intermissions in the music and,
where the gathering extends over several days, throughout the
period during which amplified music is played at night (with or
without intermissions); and
(b) “music” includes sounds wholly or predominantly characterised
by the emission of a succession of repetitive beats19
While the new legislation had the partial effect of shutting down illegal raves,
the music of rave culture had entered the quasi-mainstream through groups such
as Prodigy, the Chemical Brothers and Orbital becoming superstars. The music
and visual culture of techno clearly survived this clampdown and set the stage
for the music and visual style of the 21st century. In addition, the performance
format of the rave (DJs supported by live visualists or light artists) was the ante-
cedent of the present club scenario (DJs supported by VJs). In addition, many of
the acts associated with the initial rave movement evolved to become the audio-
visual stars of the 21st century and helped establish the broader audience for Live
Visuals performance.
to the practices EBN developed.20 EBN’s method of sampling video content was
heavily inf luenced by the scratch video movement; however, their work pushed
the boundaries of video editing with a tighter coupling of the sonic and visual
tracks. Audio loops of similar beats per minute (BPM) were aligned to form a
temporal grid over which disparate video loops were then aligned. They often
over-dubbed the lyrics in the original audio track with sampled lyrics from the
presented video clips. Another style of theirs was to intertwine custom-produced
clips of EBN’s frontman ( Joshua Pearson), which meant they could create and
exercise more directorial control over the perceived narrative. Despite the often-
disturbing nature of the video content, the result was a form of ironic audio-
visual entertainment.
the collective developed bespoke tools; Brian Kane developed one of the world’s
first video sampling software Vujak,24 while Greg Deocampo went on to set up
the Company of Science and Art, whose legacy was the creation of AfterEffects
which has become one of the most popular software platforms for the produc-
tion of motion graphics. Not only is AfterEffects a tool suited to the needs of VJs
(animating, preparing and compositing loops), it is a tool used across the TV and
cinema production industries.
Coldcut
Going Digital
Video had been in use by the broadcast industry since the 1970s, but it was the
arrival of the cheaper VHS format that facilitated the development of scratch
video and the emergence of a live video performance practice. In a similar way
microchip technology always had the potential to change how Live Visuals were
produced and performed, but computers did not have an impact until the 1990s
when the desktop computer became readily available. While the most obvious
applications for computers were in business, some visionaries saw the creative
potential that lay within the microchip. As discussed in Chapter 3, the ana-
logue art of James Whitney foresaw such a future, and as the 1990s approached
tech-savvy multimedia artists increasingly started to use the computer for artistic
purposes. Matt Black and Jonathan More are a duo who work under various
monikers, most notably as Coldcut. Black and More helped define how the com-
puter could be a tool for Live Visual artists across both production, interaction
and performance.
Coldcut’s Music
Matt Black (originally a computer programmer) and Jonathan More (formerly an
art teacher) met through their similar tastes in hip-hop while both were DJing in
London in the 1980s. A quote by Black identifies the conf luence of interests that
would lead to their pioneering experiments in multimedia: “The three main pas-
sions I’ve had since my mid-teens are DJing, synth-building and computing.”25
Both were passionate about the technological revolution happening in music –
particularly the acid house drum machine and synth-based music that was com-
ing out of Chicago and later was associated with rave culture in the UK. In 1987
the pair decided to produce something similar in the UK, and with their first
track Beats + Pieces (1987) created what many consider to be the first bigbeat
track. Mainstream acclaim soon followed with their remix production of Yazz’s
pop single The Only Way Is Up, a hit that became 1988’s longest-running UK
number No. 1 single.
They produced and released dance tracks as Coldcut for the Arista label, but
to gain greater creative control they set up what was their second independent
102 Léon McCarthy and Steve Gibson
record label – Ninja Tune, which has gone on to become one of the world’s best-
known independent music labels. Ninja Tune was instigated as a label not only
to celebrate cutting-edge electronic dance music but also as a way to contribute
to the wider audio-visual culture through software, gaming, interaction, instal-
lations and live audio-visuals.
Coldcut’s Videos
With Black’s prior experience working with computer graphics, he had both an
interest and aptitude for creating computer-based visuals, so along with More,
Miles Visman and Rob Pepperell they formed the Hex collective to create
pop-orientated multimedia. The music video for Coldcut’s 1989 single Christ-
mas Break (see Figure 4.5) was one of Hex’s first productions, and its style was
quite a distance from the video mashup more common to scratch video; loops
of computer-generated 3D animation appear on a highly saturated patterned
background.
Hex’s first stand-alone audio-visual single Global Chaos was released in 1991,
and it had an environmental theme. Global Chaos showed a significant refine-
ment of the style established with Christmas Break, combining higher-resolution
3D landscapes, animated characters and algorithmically generated backgrounds
FIGURE 4.5 Coldcut, still from the music video for their single Christmas Break;
it is an early example of computer-generated animations and patterns
appearing in a music video. Used by permission.
Scratch Video and Rave 103
intermixed with composited found footage. Visually Hex’s early work was her-
alding the emergence of a new digital aesthetic, one that with refinement went
on to inf luence both computer-generated imagery and psychedelic abstract visu-
als as central styles in contemporary VJ practice.
Hexstatic
In 1997 the arrival of Stuart Warren Hill and Robin Brunson into the Ninja
Tune fold saw the collective Hex evolve into Hexstatic. In 1998 Hexstatic and
Coldcut collaborated on the Natural Rhythms series for Greenpeace, from which
the breakout audio-visual song Timber emerged (see Figure 4.6). Timber contin-
ued the thread of creating environmentally conscious work, this time with clear
reference to the deforestation of the Amazon rainforest. The piece is perhaps the
perfect manifestation of the audio-visual coupling, a process established with the
scratch video/video mashup, refined by EBN and then executed to perfection by
the collective forces of Coldcut and Hexstatic. By featuring heavily on MTV, it
brought the artists to a mainstream audience and along with it the audio-visual
aesthetic championed by those on its label.
Live Performance
Black and More’s wider interest in multimedia saw them encourage Ninja Tune
artists to explore ways in which audio-visuals could be interactive, both in terms
FIGURE 4.6 Coldcut and Hexstatic performing a remix of their audio-visual work
Timber. Used by permission.
Scratch Video and Rave 105
of presentation format and live performance. They led the way, with Coldcut
and Hexstatic exploring ways in which technology could augment their own
live shows.
Hit audio-visual songs such as Timber defined the style of their shows, a sound
that mixed hip-hop and bigbeat over a visual track of audio-responsive algorith-
mic abstractions and selected footage. The footage was chosen for its impact and
message, a message often addressing environmental or social themes.
The loop-based BPM-driven nature of their audio-visual productions natu-
rally lent themselves to the live arena. The technical challenge was in finding
ways to access, control and sync visual clips to the rhythm of the musical mix. As
already mentioned, Black was developing interactive systems for the control of
audio and visuals, and much of the installation Generator (with its separate control
panels for the audio and visual streams) emerged from technology designed for
use by Coldcut and Hexstatic on stage.
The result of their efforts was a dazzling live show, an experience that set
the bar for what can be possible when producers, DJs and VJs combine their
creative vision with cutting-edge interactive technologies. Their live produc-
tions inf luenced how the likes of Fatboy Slim, DJ Shadow and the Chemical
Brothers approached the remixing and control of live audio-visuals. The soft-
ware tools they pioneered helped other VJs in the production and control of live
audio-visuals.
Conclusion
This chapter discussed how developments during the 1980s and 1990s con-
tributed to the definition of Live Visual performance practice and its related
aesthetics. In the early 1980s a DIY postmodern punk sensibility pervaded, so
when VHS technology made it possible to plunder the freely available resource
of broadcast TV, artists grasped the opportunity to comment on their contem-
porary society (see Chapter 15 for a further discussion on culture and sampling).
Scratch video emerged from this period, and it went on to inf luence the style
of music video that the masses became familiar with through the popular MTV
channel.
Meanwhile electronic-based dance music was gaining in popularity, but as
an experience the DJ lacked that focal point and visual spectacle that a live band
bring to an audience. Before MTV established its mass appeal and the raw aes-
thetic of the video mashup became acceptable for broadcast, scratch video artists
had limited opportunities to present their work. The visual requirements of the
burgeoning nightclub scene was an opportunity for artists, and so scratch video
artists commonly became artists-in-residence in underground nightclubs.
With the refinement of their styles, some scratch video artists shifted into
music video and commercial direction, first via MTV and then other channels.
The rise of rave in response to acid house provided context for the development
of electronic music styles such as techno and drum and bass. The presence of this
106 Léon McCarthy and Steve Gibson
aesthetic in mainstream media saw some rave artists (e.g. Prodigy) and scratch
video artists (e.g. EBN) make the jump to more mainstream live stage arenas as
part of the set production for musical acts (such as the collaborations between
EBN and U2). The larger budgets involved meant more money to spend on the
development of content and live performance equipment.
By the mid-1990s the potential that VHS and video held for visual experience
and live performance had reached its zenith in the hands of EBN, Hexstatic and
others. It was during the 1990s with the availability of the desktop computer
that computer-based graphic processing became a newly viable option for artists.
Early adopters, such as those related to the Ninja Tune label in the UK, pio-
neered the use of computer-based processes, software applications and interac-
tive interfaces to produce new types of audio-visual experience, both for off line
consumption and live performance.
What Followed
Toward the end of the 20th century club culture was going mainstream; mega-
clubs were becoming the norm and with that the rise of the ‘Superstar DJ.’ There
was never a greater demand for Live Visual performers, who in this context came
to be commonly known as VJs. The loop-based abstract visual aesthetic first asso-
ciated with rave culture and then refined (via algorithmic processes) by the likes of
Matt Black was suited to these nightclubs. However, the production of responsive
audio-visual algorithms was reliant on the desktop computer, and only the mega-
clubs had the budgets to install expensive media servers. Huge festivals such as
Sonar (Barcelona) were also established, and these showcased not only electronic
music but also audio-visual performances and more experimental forms of real-
time visual performance and installation (see Chapter 15 for a further discussion).
This engendered a whole new form of audio-visual performance that became
dominant in events across Europe and North America in the new millennium.
By the start of the 21st century, laptop-based computers were powerful
enough to process computer graphics and algorithmic visuals in real time. Simul-
taneously, VHS was being replaced by the higher-quality digital video protocol.
With a relatively inexpensive video mixer (such as the Edirol V-4) a VJ could
mix and composite computer graphics, DVD video clips and live cameras. What
would have previously required a large, complex and expensive setup was now
accessible and portable. Just like the DJ, the mobility of such a setup gave VJs the
same ability to perform in more varied contexts, the result being that far more
venues could now feature Live Visuals.
In the 1990s audio-visual artists such as EBN and Coldcut were taking stances
on contemporary issues – political in the case of EBN and environmental in
the case of Coldcut. While EBN created the perfect form of video mashup,
Coldcut and Hexstatic established a style that mixed found footage with com-
puter graphics – abstract visuals with realistic content. Simultaneously, groups
associated with the rave scene were also politically active in protest against the
Scratch Video and Rave 107
Notes
1 Simon Reynolds, Energy Flash: A Journey through Rave Music and Dance Culture (London:
Picador, 1998).
2 Emily Gosling, “How Genesis P-Orridge Changed the Course of Electronic Music
Culture Forever,” VICE, February 7, 2017, www.vice.com/en/article/ypjgpy/the-cult-
of-genesis-p-orridge.
3 Andy Lippman, “Scratch and Run,” City Limits Magazine, October 1984, 5–11.
4 Philip Auslander, Liveness: Performance in a Mediatized Culture (London: Routledge,
2008).
5 Andy Lippman, “Scratch and Run,” City Limits Magazine, October 1984, 5–11.
6 Sergei Eisenstein, Film Form: Essays in Film Theory (New York: Harcourt Brace & Com-
pany, 1949).
7 Cabaret Voltaire, Sensoria (7” Mix), Mute Records YouTube page, 2013, www.youtube.
com/watch?v=c2vCpT1H7u0.
8 Blue Monday’s success as a dance track and video also in essence financed much of the
rave scene in Manchester.
9 George Grebner and Larry Gross, “Living with Television: The Violence Profile,” Jour-
nal of Communication, 26(2), 1976, 172–199.
10 George Barber, The Greatest Hits of Scratch Video: Volume One & Two, Lux Online, 1984
and 1985, www.luxonline.org.uk/artists/george_barber/the_greatest_hits_of_scratch_
video.html.
11 Gorilla Tapes, Invisible TV Part 1, 1987, www.youtube.com/watch?v=-hn2ZYR3rUI.
12 Merrill Aldighieri, V.J. Diaries, Howl Arts website, 2017, www.howlarts.org/event/
merrill-aldighieri-v-j-diaries/.
13 Emily Gosling, “How Genesis P-Orridge Changed the Course of Electronic Music
Culture Forever,” VICE, February 7, 2017, www.vice.com/en/article/ypjgpy/the-cult-
of-genesis-p-orridge.
108 Léon McCarthy and Steve Gibson
14 Jeremy Deller, Everyone in the Place: An Incomplete History of Britain 1984–1999, docu-
mentary film: 34m 44s, 2019, www.youtube.com/watch?v=-7p5hFZz3xE (Accessed
January 3, 2022).
15 Matthew Collin, Altered State: The Story of Ecstasy Culture and Acid House (London: Ser-
pent’s Tail, 1997).
16 Erica Weir, “Raves: A Review of the Culture, the Drugs and the Prevention of Harm,”
Canadian Medical Association Journal (CMAJ), 162(13), 2000.
17 Mondo 2000, Official website, www.mondo2000.com/.
18 Omri, “90s Rave Culture & Acid House: The Beginning of the Revolution,” Techno
Station Magazine, October 8, 2016, www.technostation.tv/90s-rave-culture/.
19 Criminal Justice and Public Order Act 1994, UK Public General Acts1 994 c. 33 Part
V, Powers in relation to . . . Section 63, ttps://www.legislation.gov.uk/ukpga/1994/33/
section/63.
20 Holly Willis, New Digital Cinema: Reinventing the Moving Image (New York: Wallflower
Press, 2005), 70.
21 Marilyn A. Gillen, “EBN Expands the Multimedia Envelope,” Billboard, 197(10), March
11, 1995, 60.
22 Holly Willis, New Digital Cinema: Reinventing the Moving Image (New York: Wallflower
Press, 2005), 70.
23 Brett Atwood, “U2’s ZooTV Finds a Home on MTV,” Billboard, 109(15), April 12,
1997, 75.
24 Deborah Russell, “VuJack Heralds New Era of Video Sampling,” Billboard, 107(2), Janu-
ary 14, 1995, 32.
25 Andy Price, “Interview with Matt Black,” MusicTech Magazine, February 13, 2020,
https://musictech.com/features/interviews/matt-black-legacy-coldcut-ninja-tune/
(Accessed October 29, 2021).
26 Brett Atwood, “Coldcut Dishes Out More Multimedia,” Billboard Magazine, January 18,
1997, 66.
5
THE POST-CONCEPTUAL
DIGITAL ERA (2000–PRESENT)
Paul Goodfellow and Steve Gibson
Introduction
This chapter covers the period from 2000 until the present moment. Existing
in a post-conceptual world in which no artistic movement holds any promi-
nence, live visualists and audio-visual artists continued the promiscuous mix-
ing of forms, genres and tools to produce a diverse body of work ranging from
improved club DJ/VJ performances to large-scale live cinema events with a
large ensemble of audio and visual performers. The artistic reality of the early
21st century was one of post-conceptualism. The occasionally aggressive politi-
cal conceptualism of the 1980s and 1990s gave way to a much more f luid and
hybrid situation, in which forms, techniques, technologies and aesthetics were
combined from seemingly irreconcilable sources. Aspects of conceptualism and
postmodernism remained, but with no dominant artistic ideology coming to the
fore, a hybrid practice with many offshoots and (sub)genres became the norm.
This chapter will chart how Live Visuals is situated within this wider, more
pluralistic creative culture, whilst also covering the historical advancements of
the 21st century. Throughout the early 21st century the use of Live Visuals and
real-time graphics became increasingly the norm, not just in performance but
also in games, virtual environments and even forms of advertising. By 2020 Live
Visuals were present in many facets of our culture, oftentimes existing as par-
allel and/or separate movements to those of the audio-visual culture discussed
throughout this book.
Social media, live-streaming and Zoom all extend both the understand-
ing and participation within Live Visuals within wider culture. Underpinning
these developments are dramatic socio-historical changes or intensities which
have shaped our relationships with technology, each other and ourselves. Three
key intensities have shaped the new millennium, and these are discussed in this
DOI: 10.4324/9781003282396-7
110 Paul Goodfellow and Steve Gibson
chapter. Firstly, there are developments within technology and how they have
enmeshed culture within digital systems. Secondly, the understanding that the
concept of ‘nature’ must be extended to include technology and the fragility of
the planet due to the climate crisis. The final intensity is the overwhelming sense
of melancholy which is performed in contemporary art and Live Visual culture as
we come to terms with our entanglement with technological systems.
The real breakthrough for Live Visuals happened in the early 2000s when
computer technology advanced sufficiently to be able to deal with larger video
files in real time and a number of specialized Live Visuals software solutions were
developed, including Arkaos, Isadora, Modul8, TouchDesigner and Resolume.
These applications allowed VJs and live visualists to randomly access a bank
of video clips, to apply effects in real time, and to use digital signal processing
(DSP) to have the visuals respond to aspects of the incoming audio signal. With
the addition of MIDI controllers with sliders, knobs and buttons to control video
parameters (at times in synchronisation with audio parameters), the rise of the
live audio-visual performer became a common feature of both the club and fes-
tival circuit.
In the mid-2000s VJing in clubs became de rigeur, though at times the
algorithmic programmed visuals utilizing DSP to respond to audio data pro-
duced results that could hardly be said to be ‘live.’ VJs and programmers
began to develop their own software that combined these algorithmic ele-
ments but also allowed for more direct live interaction using specialist con-
trollers. Simultaneously the rise of audio-visual performers such as Carsten
Nicolai/alva nota spawned a series of performances in which both the audio
and video were controlled in real time by one performer. Artists began to
produce performances using Live Visuals, live audio and a specialized stage
configuration to immerse both the performance and audience in a live mixed-
media experience.
Parallel to this, experiments with projection mapping became ubiquitous.
This led to a number of projection events on to architectural facades using soft-
ware such as MadMapper. Much of this work is conceptually indebted to media
artist Rafael Lozano-Hemmer’s Relational Architecture series of installations that
use iconic buildings/locales as surfaces for projection and public interaction (see
Chapters 13 and 14 for a further discussion of this). Projection mapping allows
the live visualist to move more freely into the broad public domain. The best
examples, such as the work of the MXZehn or the Klip Collective, engage with
the meaning of the buildings they work with, as exemplified by their What’s He
Building in There? for the Sundance Festival in 2013.
The chapter concludes with a speculation about possible future developments
for Live Visuals as they become truly immersive and four-dimensional due to
increasing access to virtual reality and sensor-based technologies. As the field of
Live Visuals expands, a new collaborative model of audio-visual production is
also proposed that combines the formal and conceptual methods from the past
and the present but also anticipates the future of immersion.
The Post-Conceptual Digital Era 111
Intensities are the agitations of the mind and body [. . .] that move us in
an emotional, spiritual or libidinal sense but we cannot name; they are the
stirrings in our mental equilibrium that come before love and hate, anger
and frustration; they are the sensations we long to sustain when were on
a ‘high’ and cannot wait to escape or extinguish when we’re stuck feeling
‘low.’2
Macromedia Director and Max MSP began to deal with live video in the late
1990s, and a number of MIDI-based solutions for triggering and editing visuals
using these tools in real time were developed at around the time of the turn of
the millennium, spawning the form we now know as VJing. This first techno-
logical intensity radically altered the way images could be processed in real time,
not only opening up avenues for audio-visual performance but also allowing
the development of multiplayer games or environments with huge, ever-shifting
graphical and immersive worlds, such as Second Life (see Figure 5.1).
The second intensity is the existential and material crises facing ‘nature.’ As
the technological and informational world has extended into every aspect of
life, the very idea of nature as something romantic which exists independently
from human activity has eroded, and we see that all ‘natural’ and ‘unnatural’
materials are deeply and inextricably entangled.5 However, the impact of human
activity not only disrupted our phenomenological relationship to nature but has
destabilised the Earth’s biological, ecological and climate systems. The COVID-
19 global pandemic caused by the SARS-CoV-2 virus is a stark example of our
physical entanglement with the biological and ecological systems which extend
across the planet. This second intensity undoubtedly has had an effect on the
production and dissemination of Live Visuals and audio-visual culture, not least
because the pandemic effectively shut down the performance world (almost)
globally for at least 18 months.
The final intensity is the emotional and psychological impact of the first two
intensities: our enfoldment within technological systems which control our
FIGURE 5.1 HyacintheLuynes – Own work, CC BY-SA 3.0, Live radio hour in
Second Life 11th birthday with Draxtor Despres and Jo Yardley.
Source: https://en.wikipedia.org/wiki/Second_Life#/media/File:Second_Life_11th_Birthday_Live_
Drax_Files_Radio_Hour.jpg
The Post-Conceptual Digital Era 113
thoughts and emotions and the climate crisis, which forces us to confront the
unnaturalness of nature and our vulnerable place within it. These understand-
ings have led to a range of melancholic feelings, including nostalgia, saudade,
weirdness and eeriness.6 These feelings are both performed and addressed in the
art of the early 21st century. Without a doubt these feelings are also evident in
many of the products of Live Visuals, virtual reality and media art cultures (see
The Klip Collective’s What’s He Building in There? Figure 5.5, in this chapter,
or Alan Kwan’s Alien Abduction Simulator, Figure 13.8, in Chapter 13 for striking
examples).
Ground Zero
In 1999 we watched the film The Matrix (1999), which told the story of the
human ‘lifeworld’ being merely a computer simulation.7 The lifeworld is a con-
cept developed by Edmund Husserl to describe the given world which can be
experienced together.8 In the film this simulated lifeworld was fed directly into
the body and mind of the individual who passively slept, unaware of their com-
plicity within a vast system of entertainment, control and exploitation.
In 1999 we also waited in trepidation for the impact of the ‘Y2K’ or ‘Millen-
nium bug.’ These were new terms coined to describe errors within the inter-
nal time codes of computer programmes with the potential to cause systems to
cataclysmically fail. The errors related to the representation of dates within pro-
gramme code, which, due to coding and processing efficiencies, or ‘bit conser-
vation,’ were represented by the last two digits of the year. Thus, the year 2000
was represented by 00 and could therefore be misunderstood as the year 1900.9
More fundamentally, it reinforced the idea that the millennium represented a
temporal ground zero or resetting of time. The technical issues posed by this
oversight had been anticipated within the information technology industries for
some time, and most system issues had been resolved before the deadline. How-
ever, some problems were reported on New Year’s Day, such as an alarm sound-
ing at a nuclear power plant in Onagawa, Japan, which reinforced the perception
that a major catastrophe had been averted.10 The fear induced by these potential
glitches, both real and imagined, have both defined and anticipated the concerns
of the new millennium, which can be understood in terms of our relationship to
computer-mediated systems and our increasingly complex experience of reality
and its simulation in information.
In contrast to this feeling of impending dread, the relationship with emerging
computer technology before this date and throughout the 1990s can be defined
in largely positive and progressive terms. This confidence was demonstrated in
the emergence of radically new musical genres, such as drum and bass and the
emergence of VJing as a distinct art form. This optimism was also tracked and
championed in technology magazines such as Wired and the countercultural
magazine Whole Earth Catalog. Published by Stewart Brand between 1968 and
1998, Whole Earth Catalog originally offered a holistic and ecological vision for
114 Paul Goodfellow and Steve Gibson
reconnecting to the Earth. However, in the 1990s, this vision of nature and
society was extended to include emerging computer technologies. In 1994 Brand
extolled the virtues of cybernetic technologies, suggesting they would promote
individual freedom and support collaborations that were beyond the control of
big business and government, declaring, “We are as gods and might as well get
good at it.”11
This newfound power to access and reconstitute information aligned with
François Lyotard’s description of the postmodern society in which ‘grand narra-
tives’ would prove inadequate descriptions of an increasingly hybrid society and
would instead be replaced with competing interest groups, narratives and modes
of discourse.12 At the heart of this fragmentation was the challenge made to
authorship wrought by technological developments as we moved from the pas-
sive consumption of information delivered via newspapers and broadcast media
to an active participation in the retrieval, organisation and dissemination pro-
cesses made possible through hypertexts, the Internet, information systems and
real-time graphics.
This shift in relationship afforded by information technologies between the
text, the image and the ‘end user’ had been anticipated decades earlier in the phi-
losophy and literary criticism of Roland Barthes, Jacques Derrida and Umberto
FIGURE 5.2 ͠͡ ͬͬ ͠ ͬͬ ͠ ͬͬ Menkman, Killer Pillers on nine screens. Entter VJing at Mapping
Rosa
in the Zoo, 2007. An example of relatively early VJing which employed
found footage in a layered real-time context.
Source: Attribution-NonCommercial 2.0 Generic (CC BY-NC 2.0). www.f lickr.com/photos/
r00s/493577591
The Post-Conceptual Digital Era 115
Eco, with each imagining the liberation of the text from interpretations imposed
by the author. This open and networked perspective aligned with ‘hypertext,’ a
concept developed by the information science pioneer Theodor H. Nelson in the
1960s. Nelson described hypertext as “nonsequential writing (sic) text that branches
and allows choices to the reader, best read at an interactive screen. As popularly
conceived, this is a series of text chunks connected by links which offer the
reader different pathways.”13 Nelson also used the term hypermedia, which was
the multimedia expansion of hypertext to include images and sound.
Alongside the philosophical (Barthes, Derrida and Eco) and technological
(Nelson) liberation of the image and text, artists also played with strategies of
reconfigurations in the production of new works. This can be traced back to the
avant-garde and Marcel Duchamp’s employment of chance and the Dada and
Surrealist technique of the cut-up (art movements mentioned in Chapter 7). The
cut-up technique first emerged in Dadaism in the 1920s when artists created
poetry with random words cut from newspapers. This was developed further
in the 1960s by the experimental writer and visual artist William S. Burroughs,
who, inf luenced by the surrealist artist Brion Gysin, employed cut-up techniques
to disrupt language and express the hallucinatory, disorienting perceptions felt
whilst under the inf luence of alcohol and drugs.14 This was also key to the devel-
opment of the work of the Fluxus artists, described previously in Chapter 3.
Cut-up and experimental production techniques were also applied to music
and can be traced back to composers including John Cage, Karlheinz Stockhau-
sen and Steve Reich, who employed chance, indeterminacy and repetition in
the creation of new works. Sampling and cut-up techniques were also evident
in Jamaican Dub from the 1960s with the producer and musician Lee “Scratch”
Perry, for example, using pre-recorded samples to produce live mixes during
DJ sets. Sampling was also used by experimental artists such as Brian Eno and
Holger Czukay in the 1970s and 1980s, before being employed more widely
within hip-hop (Public Enemy, Beastie Boys) in the 1980s and 1990s. This in
turn inf luenced the visual culture of scratch video in the 1990s (as discussed in
Chapter 4), as well as Live Visuals and VJ culture more broadly in the 21st cen-
tury. The selection, edit and reuse of samples in music set the template for the VJ
artist in the late 1990s to work alongside the DJ to build compelling multimedia
experiences based on the synchronisation of video loops with the music. In the
new millennium the VJ became the ultimate remixer of visual culture, cutting
up found footage to accompany the new forms of music that came out of the late
20th and early 21st centuries (see Figure 5.2).
Systems Enfoldment
During the 1990s, digital tools such as personal computers, hypertext and the
Internet, as well as new forms of audio-visual software such as Macromedia
Director and Flash, made the promises of postmodernism – deconstruction,
decentralisation and personal autonomy – a reality. In essence, the 1990s had
116 Paul Goodfellow and Steve Gibson
promised a new era of personal freedom, which symbolically began with the fall
of the Berlin Wall on November 9, 1989. Francis Fukuyama, in his infamous
1992 book The End of History, stated:
What we may be witnessing is not just the end of the Cold War, or the
passing of a particular period of post-war history, but the end of history
as such: that is, the end point of mankind’s ideological evolution and the
universalization of Western liberal democracy as the final form of human
government.15
Fukuyama articulated the widespread, but misguided, belief that politics, eco-
nomics and technology were facilitating a democratic and stable future. This
positive milieu was exhibited across the political spectrum, demonstrated in
Brand’s earlier statement “We are as gods.”16 However, as much as the new tools
empowered us to collect, archive and remix information, we too were being
absorbed within the new technological systems, and this enfoldment would
become the defining characteristic of 21st-century culture.
One of the first books of the new millennium, Katherine Hayles’s How We
Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics (1999),
discussed the impact of technological changes on the very conception of human-
ity,17 in particular, how we as both species and individual psyches are manipulated
to conform to the requirements and design of information technology, rather than
the technology conforming to the desires and requirements of human need.18
Hayles develops this argument by mapping the development of systems think-
ing in terms of three periods or ‘waves’ of cybernetics. The first wave appeared
during the 1940s, and a significant development, Ludwig von Bertalanffy’s Gen-
eral System Theory, described living creatures as systems which were kept in bal-
ance through the exchange of energy and material.19 Second-wave cybernetics
is concerned with ref lexivity, described as the ‘ref lexive turn.’ The ref lexiv-
ity of all systems is acknowledged, meaning that the observer of a system will
inevitably disrupt the system under observation. Thus, the ecologist will both
operate within and impact upon the ecosystem she studies, and the psychologist
will become part of the patient’s environment and inf luence their thoughts and
feelings.
The first two waves directly inf luenced the systems artists of the late 1960s dis-
cussed in Chapter 7. However, cybernetics evolved further, and Hayles describes
the third wave in terms of ‘emergence’ and ‘virtuality.’ Hayles locates this shift
to the 1990s and the Fourth Conference of Artificial Life in 1994, where the
biologist Thomas S. Ray made two proposals.20 Firstly, he put forward a plan to
protect the biodiversity in the Costa Rican rainforests. Secondly, he proposed
that an artificial life computer program he developed should be ‘released’ on the
Internet to ‘breed’ and evolve. As Hayles summarises, “The first aimed to extend
biological diversity for protein-based life-forms; the second sought the same for
silicon-based life-forms.”21
The Post-Conceptual Digital Era 117
Both the protein-based and silicon-based systems point to ‘liveness’ and even
sentience being emergent properties of the system. Hayles suggested that our
sense of self, or human consciousness, is an emergent property of the feedback
systems operating in the body and the mind and there is no difference, in prin-
ciple, between a sentient human and an intelligent machine. This radical, ‘emer-
gent materialist’ and posthuman thought is both the defining characteristic of
the current cybernetic thinking and goes some way to explaining both the art
and the milieu of the early 21st century.
Thus, rewatching The Matrix or walking through Jason Rhoades’s art instal-
lation The Creation Myth (1998) in the early 21st century, we can feel that we
are both enmeshed within and emerge from systems (see Figure 7.3 in Chapter
7). We have started to understand that on a personal, social and ecological level
we are increasingly engaged with systems which simulate and disconnect us
from the physical subjects of these fields: the self, the community and the Earth.
This shift in focus from the material subject, grounded in space and time, to its
description in data has profoundly affected our mental wellbeing, political dis-
course and environmental understanding.
This destabilising shift is most keenly felt in the systems which structure our
personal and social interactions, such as social media which distort meaning and
communication and disrupt both the communal ‘lifeworld’ and sense of self. The
design of communication via single-user mobile phones and the fragmentation of
communication within system-mediated groups or ‘filter bubbles’ means that the
dominant phenomenological experience is not one of shared experience, but of
isolation. Likewise, the production, filtering and circulation of idealised images
of the self across social media distribute self-perception across the network and
make it contingent on the approval of algorithms and other isolated participants
operating within the system. These systems demonstrate the cybernetic qualities
of feedback, ref lexivity and emergency, and most radically, they demonstrate
virtuality and simulation. As Erkki Kurenniemi observed: “We should no longer
think in terms of technology shaping self-perception, but instead, of technology
simulating the self, and then replacing the self with its simulation.”22
Expanded Melancholia
Thus the 21st century has demonstrated that we live within systems: climate,
late capital and technology, which exceed our understanding and ability to con-
trol them. It has also demonstrated that we as individuals can be understood
as systems, and not only can these systems be simulated, we have willingly, if
blindly, participated within our own simulation. We are no longer the centre
of our lifeworld or even the centre of ourselves anymore, and the dominant
feelings of the 21st century can be described as an ‘expanded melancholia.’ The
term ‘expanded’ is drawn from its application within art, where it is employed
to denote conceptual and material expansion beyond the original framework.
These include Expanded Cinema by Gene Youngblood (1970),23 which described
118 Paul Goodfellow and Steve Gibson
the expansion of cinema into video and media art, and Expanded Sculpture by
Rosalind Krauss (1979),24 which described the expansion of sculpture into new
art forms. Melancholy can be understood in such expanded terms to encompass
a broad assemblage of feelings, including nostalgia, saudade, eeriness and the
weird.
Nostalgia has been one of the dominant feelings in the 21st century, with
contemporary culture heavily focussed on the aesthetics and cultural materials
of the late 20th century. Nostalgia is evident within electronic music and the
subgenre of vaporwave, which emerged in the early 2010s and can be felt in the
music of Oneohtrix Point Never and the aesthetics of the media artist Jon Raf-
man. Vaporwave directly references and samples critically ignored music such as
incidental ‘elevator’ music from the 1980s and 1990s. Such music employed elec-
tronic instrumentation such as synthetic saxophone samples, which experienced
in the 21st century, sound both naïve and forlorn. Vaporwave music is often
coupled with graphics from the 1980s and 1990s, drawn from early computer
games, cyberpunk and techno artwork and early web design. Both the music and
artwork exhibit an optimism towards a positive technological future that never
arrived, at least not in the way we expected, and this understanding casts them
as profoundly melancholic.
Nostalgia has also been a central aspect of contemporary art in the 21st cen-
tury. In part, this has been a continuation of the postmodern project, discussed
in Chapter 7, whereby art appropriates earlier ideas, forms and artworks and
remixes them to say something about our relationship to the past and memory
and make sense of the present. Such appropriation has a long history in art which
stretches back to Dadaism and the reuse of found materials. However, the art of
the 21st century has been defined by an expanded melancholia with much work
profoundly nostalgic in terms of ideas, materials and processes. Fredrick Jameson
described cinema’s obsession with the past as ‘nostalgia mode,’ stating that we
have “become incapable of achieving aesthetic representations of our own cur-
rent experience.”25 This accusation can be levelled at contemporary Art in the
early 21st century.
This nostalgia mode has revealed itself in three significant ways in con-
temporary art, audio-visual culture, media art and Live Visuals. Firstly, some
artists have sought to retrieve the ideas, strategies and aesthetics of conceptual
art which emerged in the late 1960s. An early example is Damien Hirst’s Lov-
ing in a World of Desire (1995), a colourful reworking of Hans Haacke’s original
environmental sculpture Floating Sphere (1964). Hirst replaces Haacke’s pure
white sphere with a multicoloured plastic beach ball, making the work simul-
taneously nostalgic and ironic, but ultimately, melancholic as it expresses sau-
dade for the lost simplicity of early conceptual art. Secondly, other artists have
focused on the collection, organisation and representation of found materials.
Hal Foster has described this as the ‘archival impulse,’ which can be under-
stood as both a postmodern strategy and a reaction to the informational excess
of the Internet. 26
The Post-Conceptual Digital Era 119
The artists of the archival impulse are generally from the Generation X demo-
graphic group who went through art school in the 1980s and 1990s and therefore
distinctly remember a time before digital technology and the Internet. In con-
trast, artists from the Generation Y demographic group have largely grown up
in parallel to many of the developments of mobile communication, the Internet
and social media, and their experience of technology and communication is one
of constant f lux. This can be seen in the final form of nostalgia mode art: post-
Internet art, a category first employed by Gene McHugh to describe art of the
early 21st century, which employs the aesthetics and motifs of early computer
graphics and the Internet. Such work exhibits a mix of nostalgia for the recent
technological past and underlying insecurity towards the technological future.27
Such work exhibits saudade for a time before we were enfolded within tech-
nological and information systems, when the Internet and digital technologies
were something you accessed only when needed. William Gibson, the writer
who anticipated our immersion within cybernetic systems in his 1984 novel
Neuromancer, observed this shift, stating in 2010:
Cyberspace, not so long ago, was a specific elsewhere, one we visited peri-
odically, peering into it from the familiar physical world. Now cyberspace
has everted. Turned itself inside out. Colonized the physical.28
Saudade is a Portuguese term, which suggests a longing for something that is both
lost and irretrievable. António Braz Teixeira summarised saudade as “the desire
of the loved thing or the loved creature, turned painful by the absence of it.”29
Thus early 21st-century art exhibits saudade concerning the past and an open
and optimistic future that was promised by technology but never materialised.
The Generation X artist Hito Steyerl lamented the power shift between users
and technological systems when she stated: “The 1990s were about decoding
and understanding these relations but now it’s more about how to be immersed
without drowning.”30
The realisation that we are in the matrix of complex systems has instilled
other, more ambiguous feelings, which, although harder to pinpoint, are central
to the psyche of contemporary culture. Mark Fisher has argued that the prevail-
ing feelings of the 21st century can be understood in terms of ‘weirdness’ and
‘eeriness.’31 He defines the weird as a “presence of that which does not belong,”32 and
the starkest example of this is the exponential proliferation of COVID-19 and
the ensuing humanitarian and existential crisis, which exceeded apprehension at
both an individual psyche and governmental level.
In contrast to the weird, Fisher describes eeriness as the “failure of absence”
and the “failure of presence.”33 He describes the alien presence of something
which shouldn’t be there as “failure of absence,” and we can think of the images
of the huge temporary hospitals and vaccination centres of the pandemic as
examples of eerie presence, whilst the “failure of presence” can be felt in the
empty cities during the pandemic societal lockdowns. Although these two
120 Paul Goodfellow and Steve Gibson
understandings of eerie haunted the physical world during the pandemic, they
have more widely permeated the human condition in the new millennium as we
have become simultaneously extended and dematerialised by the cybernetic and
technological apparatus of contemporary culture.
An example of embodied eeriness in contemporary Live Visual art is Infinity
(2021), by the art and design group Universal Everything, led by Matt Pyke (see
Figure 5.3). Universal Everything describes Infinity as “a never-ending video
artwork, an endless parade of unique personalities born from code.”34 This work
is inspired by an earlier project for MTV developed by Pike and Paul Simpson in
which a furry character walked across the screen and its fur morphed in length,
colour and texture. Motion capture data of human walking drove the movement,
and this was looped to create the gait and motion of the character, which was
recognisably human but turned uncanny by the furry appearance. Infinity took
this idea further by applying the human motion capture data to a never-ending
parade of characters that have been procedurally generated and rendered in real
time. Each character has a different virtual body, and the simulated physics of
each digital body interacts with the motion data to create new forms of move-
ment. Some characters sprint across the screen, whilst others lurch or struggle
under the weight of their heavy fur or geode-encrusted forms. Infinity was live
streamed for four hours each day on Universal Everything’s Instagram page.
This project is a powerful example of Live Visual art as situated in the early
21st century and demonstrates the characteristics of the third wave of cyber-
netics, as it is by nature both ‘virtual’ and exhibits unanticipated or ‘emergent’
characteristics. It is, however, not a return to the representational and figurative
The Post-Conceptual Digital Era 121
nature of premodern art – at least not from a human perspective. Within art
history, art moved from figuration and representation towards abstraction and
conceptualism. Infinity suggests the same narrative is now unfolding within post-
human art, and we are witnessing the first stages of the simulacrum as it evolves
live on our post-social media.
Post-conceptualism
Technologies have increasingly decentred the experience of being present in
a physical body as we live virtually in social media bubbles, whilst at the same
time the climate crisis and COVID-19 have forced us to acknowledge our cor-
poral reality and the importance of physical connection and affective experience.
This is the context in which new forms of post-conceptual art, Live Visuals and
audio-visual performances have emerged within the 21st century which express
our current state.
While the history of post-conceptualism in art is well-beyond the scope of
this chapter, for the purposes of our discussion, it has been described by Peter
Osborne as follows: “Post-conceptual art is not the name for a particular type of
art so much as the historical-ontological condition for the production of Con-
temporary Art in general.”35 Osborne’s strict definition of post-conceptualism as
applied within contemporary art is explored further in Chapter 7, whilst the dis-
cussion here relates to the application of the term from a media art perspective.
Joseph Nechvatal, for example, goes into some specifics, describing post-concep-
tualism as related to the reintegration of various previously assumed opposites, as
well as the integration of the digital with the analogue:
FIGURE 5.4 Steve Gibson and Stefan Arisona, Virtual VJ, 2015. Steve Gibson performs
Virtual VJ at the G-VERL Launch, University of Hertfordshire. An
image from Alien appears composited and buried with a number of other
shape and light effects.
Source: Photo by Stefan Arisona.
The Post-Conceptual Digital Era 123
FIGURE 5.5 Klip Collective, What’s He Building in There?, 2013 Sundance Festival.
Klip transformed the entire front of The Yard venue into a 3D projection-
mapped parable.
Source: Photographer: Kevin Ritchie. Courtesy of Klip Collective. Used by permission.
The Post-Conceptual Digital Era 125
from a technological point of view (the projection mapping is very precise, the
visual imagery is seamlessly integrated into the building and the soundtrack is
meticulously produced). Klip lead artist Ricardo Rivera outlines the themes of
the project as follows:
There are a few themes that are within the piece. The most blatant is man
vs. machine. Organic vs. Mechanical. We are all processed everyday and
spit out to just do it again the next day. The piece also explores the physi-
cality of the building I by playing off of what’s inside vs. outside. It’s kind
of a peak into my psyche. The machine being work and the other weirdo
things are the distractions.51
If Klip represents the eerie and weird (but quasi-real, or at least surreal) intersect-
ing with the digital, then a series of performers (primarily but not exclusively)
from Germany represent a much more rational and formal approach to the per-
formed image. Artist groups such as MXZehn represent a reinvigoration of the
abstract and the formal with the post-conceptual visual world. A key marker of
much post-conceptual art (not just in media art and audio-visual performance,
but key to both) is a reappraisal of aspects of formalism:
Perhaps due to its technical and technological nature, digital media art has
been (and remains) more generally concerned with the processes, models
and structures that for much of the past 40 years were considered passé
by the contemporary art world. This is particularly evident in the work
of audiovisual performing artists (e.g. The Light Surgeons . . .), as well
as interactive artists who rely on narrative structures for their work (e.g.
Donna Leishman).52
The function of the mirror is hereby eminent: The mirror surface is the
medium that reveals reality as distorted ref lection. Rising the question of
the observed and the real image the installation plays with the artist’s thesis
that we all have a permanent distorted perception of reality.53
Other projects such as unidisplay (see Figure 5.6) use large immersive projec-
tions manipulated by Derivative’s TouchDesigner software (see Chapter 19 for
a discussion of this with programmer Markus Heckmann) in order to “interfere
with the viewers’ perception, through optical illusion, jitter, f licker, after-image,
movement, complementary colour effect.”54 The perception of the work is
undoubtedly affected by its gargantuan scale, as well as its presentation in a mas-
sive open space. The notion of scale is a concern throughout much of the work
of live visualists in the 21st century, particularly for those involved with public
projection. In some cases, this can simply be used for spectacular effect, such as
Drive Production’s enormous projection mapping on to Millbank Tower on the
Thames in London for Deadmau5’s performance as part of the Nokia Lumia
Conclusions
Within the trajectory of art history, art moved from a premodern era which was
representational, to the modern era, which was non-representational: from figu-
ration and representation towards abstraction and conceptualism. As a branch
of media art, contemporary Live Visuals emerged from art in the late 1960s
when the experiments in materials and abstraction from the formalist paint-
ers converged with the technological and conceptual experimentations of the
avant-garde. The convergence created the two self-sustaining but overlapping
ecosystems of contemporary art and media art, and this is discussed in Chapter 7.
As a form of media art, Live Visuals continue to exhibit the characteristics of this
heterogeneous mix of formalism and conceptualism.
Some works discussed in this chapter and the preceding chapters on the his-
tory of Live Visuals are motivated by the aesthetic and formal possibilities of the
medium, whilst other works are primarily motivated by the communication of
128 Paul Goodfellow and Steve Gibson
conceptual, social and political ideas, and the most successful work manages to
synthesise the aesthetic and conceptual together. Underpinning this broad spec-
trum of work is the necessary engagement with the ever-evolving technological
substrate which supports the investigation and use of Live Visuals. From early
cinema through to scratch video, rave and live cinema of the late 20th century
and on to the present 21st century and the digital era, the field of Live Visuals
has been shaped by technology, with Live Visuals exhibiting a dialectical nature,
as their aesthetic and conceptual content is defined by the potentialities and con-
straints of the systems, processes and technologies employed in their production.
This chapter has considered the technological developments of the 21st cen-
tury and, in particular, the shift to the digital production of Live Visuals. This
move effectively absorbed all prior developments of Live Visual production and
created digital equivalents to many analogue modes of production and per-
formance, such as scratch video. An advantage of the new digital methods has
been the ease with which the video material, digitised as data, can be stored,
transported, mixed and performed. A potential disadvantage has been the psy-
chological and technological break between the Live Visual performer and the
production of the live images, as the images are increasingly mediated by pre-
defined image processing tools and algorithms that act as a perceptual and cre-
ative ‘black box.’ As the digital works are reproducible and remixable by multiple
artists, the performed works do not exhibit that original essence (the notion of
‘aura’ and Live Visuals is discussed further in Chapter 7). These two potential
disadvantages have, however, been both understood and addressed by Live Visual
artists. Firstly, through the production of custom digital tools, using software
such as TouchDesigner. Secondly, through the rehabilitation of old equipment
to shift the focus away from the technological substrate and onto the formal and
conceptual content of the work.
Thus, it can be argued that the new millennium, defined as a period of Live
Visuals, can be described not so much by the technological developments but by
the fact that Live Visual artists are not constrained by technology anymore. Any-
thing, in a digital image production sense, is now possible, and any limits an art-
ist may experience are more likely to have a cultural, conceptual or psychological
basis rather than a technological basis. One constraint experienced by both the
Live Visual artist and the Live Visual artwork is the cultural distinction between
contemporary art and media art which locates such work outside of the institu-
tions and discourses of contemporary art. The historical and theoretical basis for
the divide between contemporary art and media art is addressed in Chapter 7
with a view to initiating a more inclusive dialogue between these two essentially
complementary fields. The second constraint exhibited within some contempo-
rary Live Visual artwork is that the conceptual content is overshadowed by the
work’s ‘spectacular’ nature – a condition also discussed in Chapter 7. The power
of the new tools and processes for the production and dissemination of work,
such as massive light-emitting diode (LED) walls or projection-mapped spaces,
translates even a conceptually driven work into an experience of visual teeming
The Post-Conceptual Digital Era 129
excess for the audience who experience the Live Visuals primarily as sensation
and affect.
The final constraint or ‘intensity’ which has shaped the concerns of the Live
Visual artist in the early 21st century is the psychological conditions, or the
changes to our ‘lifeworld’ as our lives become increasingly mediated by digital
technology. This chapter has discussed how we have become enfolded within
technological systems in the new millennium and how this has impacted our
sense of self, how we engage with others and how we engage with nature. The
Earth has seen dramatic changes due to the climate crisis and the loss of habitats
and biodiversity, and how this has been monitored, mapped and communicated
has increased our sense of alienation from nature. Likewise, social media has
exponentially increased the transfer of information but reduced shared meaning
as individual users are segregated within bubbles, and even language has become
unstable, contested and stratified.
These intensities have had a profound effect on both the individual lifeworld
and culture as a whole, and several terms have been employed in this chapter to
describe the overarching or expanded melancholia we feel in these first decades
of the 21st century. These feelings include saudade for a lost relationship with
nature, and this would include the yearning we feel for the pre-digital age when
there was a more direct indexical relationship between the photographic image
and the world it represented. We have also experienced weirdness and the teem-
ing excess of information that pervades our waking lives, or the teeming excess
of COVID-19 and our inability to apprehend its invisible reach. We have also
experienced eeriness in the disembodied nature of communication in the age of
social media and Zoom calls.
We are also experiencing something more profoundly eerie as we become
decentred within our own experience of ourselves. In the 21st century, we have
increasingly transferred and distributed ourselves online, and this simulation of
the self increasingly dominates how we see ourselves and others. Jean Baudrillard
has suggested that a perceptual problem arises when the simulation of the subject
becomes so complex that there is a break between the ‘sign’ and the thing being
described, stating that “simulation envelops the whole edifice of representation
itself as a simulacrum.”57 He described this shift from equivalent sign to simula-
cra taking place in the following stages:
We therefore feel eeriness when we see the simulation of ourselves in the mel-
ancholic art of the early 21st century in computer games or ref lected back at us
from our social media streams. We feel eeriness, in the two senses described by
Fisher, as a “failure of absence” and a “failure of presence.”59
130 Paul Goodfellow and Steve Gibson
Notes
1 Gilles Deleuze and Félix Guattari, A Thousand Plateaus: Capitalism and Schizophrenia,
New edition (London and New York: Continuum International Publishing Group,
2004).
2 Ian Buchanan, Assemblage Theory and Method: An Introduction and Guide (London: Blooms-
bury Academic, 2020), 37.
3 Gilles Deleuze and Félix Guattari, A Thousand Plateaus: Capitalism and Schizophrenia,
New edition (London and New York: Continuum International Publishing Group,
2004), 46–84.
4 See Brian Kane Official website, “Vujak” page, https://briankane.net/tag/vujak/.
5 Erich Horl, General Ecology: The New Ecological Paradigm, edited by James Edward Burton
(London: Bloomsbury Academic, 2017).
6 Paul Goodfellow, “Eerie Systems and Saudade for a Lost Nature,” Arts, 8(4), 2019,
https://doi.org/10.3390/arts8040124.
7 Lana Wachowski and Lilly Wachowski, The Matrix (Burbank, CA: Warner Bros, 1999).
8 Chad Engelland, Phenomenology, The MIT Press Essential Knowledge Series (Cam-
bridge, MA: MIT Press, 2020).
9 “Year 2000 Problem,” Wikipedia, https://en.wikipedia.org/w/index.php?title=Year_2000_
problem&oldid=1057148743 (Accessed November 25, 2021).
10 “BBC News | World | Asia-Pacific | Japan Nuclear Plants Malfunction,” http://news.
bbc.co.uk/1/hi/world/asia-pacific/585950.stm (Accessed November 27, 2021).
11 Howard Rheingold (ed.), Millennium Whole Earth Catalogue (San Francisco: HarperCol-
lins, Australia, 1995), 1.
12 Jean-François Lyotard, The Postmodern Condition: A Report on Knowledge, Theory and
History of Literature (Minneapolis: University of Minnesota Press, 1984).
13 George P. Landow (ed.), Hypertext: The Convergence of Contemporary Critical Theory and
Technology (Baltimore: The Johns Hopkins University Press, 1991), 4.
14 Barry Miles, William S. Burroughs: A Life (London: Orion Publishing Group Limited,
2015).
15 Francis Fukuyama, The End of History and the Last Man (New York: The Free Press,
1992), 1.
16 Howard Rheingold (ed.), Millennium Whole Earth Catalogue (San Francisco: HarperCol-
lins, Australia, 1995), 1.
17 Katherine N. Hayles, How We Became Posthuman: Virtual Bodies in Cybernetics, Literature,
and Informatics, 74th edition (Chicago, IL: University of Chicago Press, 1999).
18 Katherine N. Hayles, How We Became Posthuman: Virtual Bodies in Cybernetics, Literature,
and Informatics, 74th edition (Chicago, IL: University of Chicago Press, 1999).
19 Ludwig Von Bertalanffy, Wolfgang Hofkirchner, and David Rousseau, General System
Theory: Foundations, Development, Applications, Revised edition (New York: George Bra-
ziller, 2015).
20 Katherine N. Hayles, How We Became Posthuman: Virtual Bodies in Cybernetics, Literature,
and Informatics, 74th edition (Chicago, IL: University of Chicago Press, 1999), 223–224.
21 Katherine N. Hayles, How We Became Posthuman: Virtual Bodies in Cybernetics, Literature,
and Informatics, 74th edition (Chicago, IL: University of Chicago Press, 1999), 224.
22 Shumon Basar, Douglas Coupland, and Hans Ulrich Obrist, The Extreme Self (Cologne:
Verlag der Buchhandlung Walther Konig, 2021), 58.
23 Gene Youngblood, Expanded Cinema (New York, NY: E. P. Dutton, 1970).
24 Rosalind Krauss, “Sculpture in the Expanded Field,” October, 8, 1979, 31–44, https://
doi.org/10.2307/778224.
25 Fredric Jameson, The Cultural Turn: Selected Writings on the Postmodern, 1983–1998
(Brooklyn: Verso, 2009), 9.
26 Hal Foster, Bad New Days: Art, Criticism, Emergency (Brooklyn: Verso Books, 2015),
31–60.
132 Paul Goodfellow and Steve Gibson
Introduction
This chapter will examine theoretical frameworks that have developed through
the history of audio-visual forms and practices. These frameworks are of rel-
evance to Live Visuals but are usually not exclusive to this area of work, since
the issues at play between sound and image are generally the same regardless of
whether they are produced in real time or not. For that reason, this discussion
will not make a distinction between the two.
Some of these frameworks have long histories – this chapter will take a his-
torical view where this is useful, but will focus on theory that is relevant and
in use by contemporary artists. In particular, it will focus on key developments
in the 20th century. This period is important to this discourse for a number of
reasons. Firstly, and most obviously, this is because it is in the 20th century that
audio-visual practice, as in moving images with synchronised sound, became
not only possible but dominant as a cultural and artistic practice. Secondly, in
the 20th century both audio and visual artistic practices underwent fundamen-
tal changes which facilitated new common ground between them. One might
make the assumption that the latter was caused by the former, but the order of
historical causality indicates otherwise. In reality we can see a complex interplay
between these elements which this chapter will attempt to unpack.
Colour
The idea of colour music is the earliest concept we will discuss here. The his-
tory of colour organs is covered in Chapters 1 and 2 – the ideas behind it in fact
date back at least to Aristotle (who wrote in De Anima: “In the pleasing nature
of their harmony colours can be related like musical sounds and be mutually
DOI: 10.4324/9781003282396-9
136 Joseph Hyde
proportional”1), can be seen in the writings of Leonardo da Vinci and were con-
siderably developed by Isaac Newton.
Colour music is most often predicated on the idea that colour and musical
pitch can be theoretically linked, since both can be equated with frequency. It
is important to state from the outset that whilst this idea has proved attractive
to a number of artists, musicians, instrument builders and theoreticians, it has
also been problematised. John Whitney wrote: “each Century since Leonardo a
vision, grand and obscure as its myth, compelled one or two inventors to struggle
with the pathetic inadequacies of the color organ.”2 Fred Collopy, who has writ-
ten extensively on the topic, produced a chart of ‘300 years of color scales’ which
demonstrates more how the various systems that have evolved differ from each
other than what they have in common.3
Newton’s theories in this regard are interesting and somewhat mysterious,
deeply embedded in our culture, but much misunderstood. It is useful to note
that these theories effectively seeded the development of colour organs, but
through a lineage which is not just indirect, but oppositional. The first such
instrument to be commonly discussed is Louis Bertrand Castel’s Clavecin pour les
yeux, first documented around 1730 (as discussed in Chapter 1). This was clearly
inf luenced by Newton’s ideas, first outlined in a paper entitled “New Theory
About Colours” presented to the Royal Society in 1672, and then further devel-
oped in Opticks.4 Castel was, however, a vocal critic of Newton’s theories and
approach – his criticism was largely based on nationalism and philosophical dif-
ferences, the latter centring on a belief in analogic and proto-phenomenological
as opposed to empirical scientific methodology.
This has perhaps affected the subsequent history of colour music and led to
some of its shortcomings. With this in mind, it can be interesting to return to
Newton’s original writings, which in some ways avoid some of the inconsisten-
cies of subsequent interpretations.
Newton’s theories as manifested (or misinterpreted) in the subsequent history
of colour music can be summarised in Figure 6.1, taken from Opticks.5 Newton is
often interpreted as equating the spectrum of colours (from red to violet) with a
C major scale, C to B. However, as can clearly be seen here, Newton in fact made
this analogy with a Dorian mode scale, D to C. More interestingly, musical notes
were not in fact equated with specific colours, but with boundaries between
colour bands – “from D to E be all degrees of red, at E the mean colour between
red and orange, from E to F all degrees of orange, at F the mean between orange
and yellow, from F to G all degrees of yellow, and so on.”6 This represents a more
subtle and nuanced approach than that used by most subsequent proponents of
colour music. Interestingly, while Newton uses the model of a musical scale to
divide his colour space, he never speculates that colour might in any way equate
to an actual musical scale. It is clear that his colour wheel, arranged across a musi-
cal octave, represents the entire spectrum of visible colour. In taking this analogy
literally, proponents of colour music have fallen into a trap in that one musical
octave does not represent the entirety of the human hearing range, which is at
least eight octaves. Colour musicians have never quite known what to do with
this disparity – Alexander Rimington (see Chapter 2) arranged the colours red
to violet across a single musical octave C to B, with higher octaves represented
through increased brightness, but this mechanism does not stand up to much
scrutiny.
If one avoids this over-literal interpretation of Newton’s ideas, we find some
theoretical basis to the analogy that still stands. Principally, viewing the entire
colour space as an octave, does offer some parallels with a musical octave. The
most interesting of these is the perceptual ‘circularity’ of both frequency spaces.
As one reaches the top of a musical octave, one arrives at the starting point again,
and this implies certain directionalities on which many musical structures are
built. Newton’s diagram is reminiscent of a modern-day colour wheel (as found
in image or video editing software applications), where one can see that the
transition from violet to red (in Newton’s model centring on the note D) is as
seamless as that between any of the other colours, just as in musical pitch space.
Interestingly, the full range of perceptual colour space involves something close
to a doubling in frequency (from around 400 to approaching 800 Thz), just as a
single musical octave does.
Rimington discusses both phenomena in his writings, published between
1895 and 1912.7 At first sight, Rimington’s solution to the ‘octave problem’
seems compatible with this colour wheel model – with reference again to a con-
temporary colour wheel, one might visualise successive pitch octaves circling
around the wheel but spiralling in towards its white centre. But this does not
bear scrutiny on a perceptual or physical level – in reality, the sonic equivalent
of this progression would not be ‘higher pitched,’ or even ‘brighter,’ but ‘noisier.’
Generally, the biggest weakness of Rimington’s model, and most of those at play
138 Joseph Hyde
in colour music, is that it does not acknowledge the spectral qualities of musical
timbre. A musical note will usually contain frequencies other than the funda-
mental in the form of harmonics (and these will often evolve over time). It is
hard to envisage a model for colour that exactly follows this principle, although
Aristotle’s ideas on colour and pitch centred on ‘harmonic’ (as in low-order ratio)
relationships between certain colours, and related ideas can be found in the theo-
ries of 20th century colour theorists such as Josef Albers. In a broad sense, devel-
opments in both fine art and music in the 20th century saw a subtler approach to
frequency which made more complex models possible, which will be discussed
in the next section.
Tone
As discussed in Chapter 2, the term ‘visual music’ first appeared in the early
20th century. It was first applied to abstract painting, and more accurately,
cubist and post-expressionist painting. Visual music is generally associated, cer-
tainly in connection with that historical period, with a project to bring to paint-
ing some of the qualities seen and admired in music. This can be seen as part
of a broader movement, rebuilding the foundations of art and music, breaking
apart the largely European hegemonies of the 19th century, admitting to an
extent the inf luence of non-western cultures whilst building new models in the
New World and laying the foundations of modernism. In this profound shake-
up, ideas from the world of visual arts inf luenced music as much as vice versa,
and both were inf luenced by new ideas around science, philosophy, politics and
spirituality.
Kandinsky is perhaps the artist most associated with visual music in its ear-
liest incarnation, and his work is covered in depth elsewhere in this volume.
There are a few key elements in his theoretical framework that will be useful to
our discussion. Kandinsky is often associated with synesthesia, or cross-sensory
perception. This phenomenon seems likely to have been part of the human con-
dition for as long as our species has existed, but it attracted particular attention
during the 19th and 20th centuries. Kandinsky’s is a typical case, and whilst
there is some doubt as to whether he actually experienced synesthesia as a neu-
rological condition, it was an idea that fascinated him and informed much of
his writing.
Here are two descriptions of colour from Concerning the Spiritual in Art:
There exists in India a secret knowledge based on the study of sounds and
the difference of vibratory modality according to the planes of conscious-
ness. . . . The mantra or great poetry, great music, the sacred word, comes
from the overmind. This is the source of all creative and spiritual activities. . . .
When the consciousness is transparent the sound becomes clearly audible,
and it is a seeing sound, a sound-image or the sound-colour or a sound-idea,
which links indissolubly in the same luminous body the audition to the
vision and the thought. All is full, contained in a single vibration.10
140 Joseph Hyde
According to Kandinsky: “colour is the keyboard, the eyes are the hammers, the
soul is the piano with many strings. The artist is the hand which plays, touching
one key or another, to cause vibrations in the soul.”11 We see that synesthesia is
not employed in a literal sense here, but rather in a metaphorical one, as part of a
broader philosophy and belief system.
Kandinsky and the composer Arnold Schoenberg were close associates – they
were both part of the Blaue Reiter movement, corresponded regularly and wrote
extensively on each other’s work (see Chapter 2). Their writings show that they
felt they shared a lot in terms of the ideas behind their work. Schoenberg was
also interested in theosophy, though perhaps to a lesser extent than Kandinsky. A
stronger commonality in their ideas can be found in a shared interest in the work
of Sigmund Freud, fuelling the idea of Expressionism in both of their work. This
was perhaps less about the expression of subconscious emotion and more about
the freedom to do so – freedom of expression. Both sought to explore such free-
dom by breaking the constraints of their artform. In Kandinsky, this involved
breaking the constraints of representation; for Schoenberg, challenging tonality.
Schoenberg’s pre-war Expressionism clearly demonstrates this aim. In contrast
to the rigid systematisation represented by serialism in his later work, here he
seems to be exploring the opposite – a kind of stream of consciousness akin to the
‘automatic writing’ employed by Freud. He wrote to Kandinsky that his music
was “without architecture, without structure. Only an ever-changing, unbroken
succession of colours, rhythms and mood.”12 In the process, he believed that his
music “was drawing close to the principles of contemporary painting.”13
Of particular interest for this discussion is the idea of Klang farbenmelodie. The
term was derived from Klang farbe (sound-colour), which already had consider-
able currency at the time and represented an inf luential concept. This term,
dating back to the early 19th century, was popularised by Hermann von Helm-
holtz in his book On the Sensations of Tone as a Psychological Basis for the Theory of
Music, published in 1863.14 Helmholtz uses the word pairing Musikalische Klang-
farbe, referring to the spectral content of musical tones, which he observes are
often as important for human perception as the fundamental. His work did for
sound what Newton’s did for light a century and a half earlier and was based on
fascinating experimental instruments such as the electromechanical Helmholtz
Sound Synthesizer (Figure 6.2).
The idea that Musikalische Klang farbe (close, but not quite identical in mean-
ing to ‘timbre’) was as important as pitch led composers to blur the boundaries
between the functions of harmony and timbre. Interestingly, the composers most
associated with this evolution in musical language were often engaged in multi-
media practice (Wagner and his Gesamtkunstwerk) or were exploring visual paral-
lels between audio and visual farbe. In the title page of the score of his Nocturnes
(1897–1899), inspired by paintings by James Abbott McNeill Whistler, Debussy
offers this (ironically rather monochromatic) description: “Nuages renders the
immutable aspect of the sky and the slow, solemn motion of the clouds, fading
away in grey tones lightly tinged with white.”15
Cross-Modal Theories of Sound and Image 141
In his Klang farbenmelodie, Schoenberg seems to be taking these ideas a step fur-
ther. In contrast to the later works of Webern, he uses the sequence represented
by the Klang farbenmelodie not in addition to a pitch sequence (or series), but rather
as an alternative. This represents a prescient type of spectral music and dem-
onstrated an understanding of some of the principles discovered by Helmholtz
(Schoenberg was indirectly aware of these through the writings of psychologist
Carl Stumpf ). In particular, Schoenberg exploited Helmholtz’s discovery that
the divisions between notes as distinct entities can be blurred if their distinc-
tive noisy attacks are obscured. This is explored in particular in his Five Pieces
for Orchestra (1909), and in particular in the third movement – Farben – in which
fairly static harmonies are articulated through seamless changes in orchestration.
Schoenberg summarises this approach as follows:
likens colours to tonalities and modes, particularly his ‘modes of limited trans-
position.’ Note that these modes were seen by Messiaen more as harmonic than
melodic devices – he wrote: “People have often referred to my modes of lim-
ited transposition as scales. They are not scales, but harmonic colours.”17 These
‘harmonic colours’ were often described by Messaien in evocative terms which
include elements of form and texture rather than just purely colour-based imag-
ery, for example: “transparent sulphur yellow with mauve ref lections and little
patches of Prussian blue and brown purplish-blue.”18
Vibration
If we follow this path and take patterns of vibration to be the key element of
audio-visual interaction, we find a rich history of work in the arts, science and
technology exploring this. What is interesting about this type of interaction is
that it can be demonstrably direct, with sound producing image (or vice versa)
in a readily comprehensible cause-and-effect chain which does not rely on spec-
ulative theory, arbitrary mappings or elaborate philosophies. This model has
become familiar through the waveform displays (graphing amplitude against
time, i.e. motion) we often use to interact with sound in a technological envi-
ronment, but it has a long history.
Ernst Chladni’s Entdeckungen über die Theorie des Klanges, written in 1787,19 is
the first thorough exploration of acoustics. It contains the famous ‘sound figures’
(Figure 6.3) which were produced by setting in vibration thin metal plates on
which sand had been sprinkled. The vibrating movement of the plates shifts the
sand into the distinctive patterns which show not just the harmonic content of
these vibrations but also how they travel across the surface of the plates. This phe-
nomenon was explored more deeply but much later by Hans Jenny in his book
Cymatics, The Structure and Dynamics of Waves and Vibrations, published in 1967.20
Related ideas were explored by physiologist Charles Wheatstone and his
invention the kaleidophone (1827), inspired by David Brewster’s kaleidoscope
(1817). This device has mirrored beads attached to the top of metal rods, mounted
perpendicular to a wooden base (Figure 6.4). With a light source such as a candle
mounted close to the mirrored beads and the rods made to vibrate, patterns of
light similar to, but more complex than, Chladni’s figures were produced. These
ideas were taken further by mathematician and physicist Jules Lissajous, who used
the stereoscope kaleidophone and later his own experimental setup to explore
the interaction of two perpendicular vibrations. His experiment, documented in
1857, consists of two small mirrors mounted on tuning forks and is astonishingly
similar to the galvanometer module found in a contemporary laser projector.
The mirror galvanometer itself was patented by Lord Kelvin in 1858, though
this was developed from research published by Hermann von Helmholtz in 1849.
Neither version was intended to transcribe sound, but rather electromagnetic
vibration. It was used to produce the patterns now known as Lissajous figures
(see Figure 6.5), which have become a mainstay of audio-visual practice.21
Cross-Modal Theories of Sound and Image 143
to transcribe this vibration onto a surface. In Scott de Martinville’s case, this was
literal transcription (a phonautogram) – the stylus scratched a piece of smoke-black-
ened glass to produce a trace that is visibly the antecedent of today’s waveform
displays (Figure 6.6). Relevant to our discussion is that Scott de Martinville’s
aim was not to reproduce sound, and indeed his device had no mechanism to
do so. Rather, the final aim here was simply to write or visualise sound to further
understand it, and the phonautograph and similar devices which followed it (one
of which actually employed preserved parts of a human ear) was the analysis of
hearing, acoustics, speech and to a lesser extent musical pitch.
In 1880, Alexander Graham Bell and his assistant, Charles Sumner Tainter,
invented the photophone. This was developed more or less simultaneously with
Cross-Modal Theories of Sound and Image 145
on this membrane and observed the movement of these seeds to measure the
power of her voice. She subsequently made an interesting discovery:
On one occasion as I sang I noticed that the seeds which I had placed
on the India rubber membrane, on becoming quiescent, instead of scat-
tering promiscuously in all directions and falling over the edge of the
receiver onto the table, as was customary when a rather loud note was
sung, resolved themselves into a perfect geometrical figure.24
FIGURE 6.7 Margaret Watts Hughes (date unknown). Impression Figure. “Octave and
5th interval Bb.” Pigment on glass. Photograph by Rob Mullender-
Ross, Courtesy of Cyfarthfa Castle Museum and Art Gallery and Rob
Mullender-Ross.
Source: https://publicdomainreview.org/essay/picturing-a-voice-margaret-watts-hughes-and-the-
eidophone
in the 1920s. Various technologies were at play in ‘sound on film’ at this stage
in its development. The most famous of the early talkies, 1927’s The Jazz Singer,
utilised Warner Brothers’ Vitaphone sound-on-disc system, in which 16-inch
phonographic records were synchronised with the film projector. However,
from the 1930s, optical methods of sound recording and reproduction became
prevalent and would remain so until the 1970s. These methods were a direct
descendant of many of those described earlier – the recording element of most
optical sound systems bears much in common with Bell’s photophone, involving
an acoustically agitated vibrating mirror directing light to expose a trace on cel-
luloid film. This recalls Scott de Martinville’s phonautograph. The reproduction
of sound relied on more recent electronic technology, in particular, the intro-
duction of the thallium oxysulfide cell, a light-sensitive vacuum tube invented
by American physicist Theodore Case in 1917.
In some ways, particularly where variable area techniques are employed, an
optical film soundtrack clearly resembles a contemporary waveform display.
It is to an extent ‘human comprehensible,’ allowing at least some of the fea-
tures of a sound to be ‘read’ with the eye. As such, it represents the fulfilment
of the dream postulated by the phonautograph and has exerted a fascination
148 Joseph Hyde
Since this idea was perhaps somewhat impractical (although it was explored,
certainly in a theoretical sense, by contemporary composers such as Paul Hin-
demith and Georges Antheil), Moholy-Nagy rapidly transferred his concerns
to the new optical film technology, challenging creative minds to put this
technology to similar use and rapidly finding this challenge met by filmmaker
Rudolf Pfenninger. Maholy-Nagy wrote: “today, thanks to the excellent
work of Rudolf Pfenninger, these ideas have been successfully applied to the
medium of sound film. In Pfenninger’s sound-script, the theoretical prerequi-
sites and the practical processes achieved perfection.” 26 Pfenninger called his
optical sound technique tönende handschrift (sounding handwriting) and used it
to produce soundtracks for his own animations, starting with Pitsch und Patsch
in 1930. His technique was remarkably fully f ledged but incredibly laborious
(and markedly similar to that used by Norman McLaren decades later). Levin
describes it thus:
He sat down with an oscilloscope and studied the visual patterns produced
by specific sounds until he was able . . . to isolate a unique graphic signa-
ture for each tone. Using the newly available optical film soundtrack to test
Cross-Modal Theories of Sound and Image 149
Better known at the time were Oskar Fischinger’s Ornament Sound Experiments of
1932 (described in Chapter 2), which captured the public interest through exten-
sive popular press coverage. These perhaps represent an evolution with respect to
Pfenninger’s work, not necessarily in terms of the work itself or its execution, but
more in terms of the conceptual framework behind it. Fischinger did not under-
take careful analysis of existing sounds in the manner of Pfenninger. Rather, he
produced designs, or ‘ornaments,’ that were entirely fanciful and abstract. Fis-
chinger was certainly not without musical or acoustic knowledge – early in his
career he trained as an organ builder. There is little attempt to emulate ‘real’
acoustic sound waves in his ornaments, but it seems likely this was intentional. In
a well-known picture taken in his Berlin studio in 1932, Fischinger is pictured
holding long rolls covered in triangular forms. In fact, this picture was staged
purely for publicity purposes and supposedly to obfuscate his techniques from any
competitors. Whilst similar triangular forms (or waves) do play a part in the actual
film sequences, there are many forms, such as (typically Fischinger-esque) con-
centric circles, which bear little resemblance to an amplitude/time waveform (see
Chapter 2). It is still interesting to hear what these ornaments sound like today.
The experiments are a remarkably bold exercise in synthesis. Notably, there is no
attempt to explore the traditional musical framework of melody, harmony and
rhythm – rather, these seem entirely to be experiments in pattern and timbre.
Also of interest are some of the broader ideas and beliefs that Fischinger mani-
fests in this work, which to some extent can be related to those of Kandinsky
and earlier proponents of visual music. Fischinger was interested in theosophy
and Buddhism, and he seems to share with some of his predecessors the idea that
sound is an inherently spiritual medium. These ideas can be argued to have taken
on a life that transcends Fischinger’s own work through a little-known associa-
tion with John Cage. In 1937, 25-year old Cage spent a few days with Fischinger
on the set of his MGM film An Optical Poem. As William Moritz writes:
During the long pauses while each new setup was being arranged, Oskar
told John about his Ornament Ton experiments, and his Buddhist-inspired
belief that all things have a sound, even if we do not always listen or hear
it, just as a stone has an inherent movement even if it is still. Cage credited
Oskar with offering him the revelation that changed his whole perception
of music and sound.28
Some of the most interesting developments in optical sound in the late 1920s to
1930s happened in the Soviet Union. Much of this history was lost for decades,
but has been recently rediscovered through the remarkable scholarship of Andrey
Smirnov, resulting in the Sound in Z exhibition at the Palais de Tokyo in Paris
150 Joseph Hyde
in 2008 (curated by Jeremy Deller and Matt Price) and the publication of a book
of the same name in 2013. Sound in Z documents the history of “Experiments in
Sound and Electronic Music in early 20th Century Russia”29 and includes details
of many extraordinary optical sound techniques, instruments and artworks.
One of the most remarkable is the Variophone, developed by Evgeny Sholpo
in the 1930s and 1940s. This instrument improves on early optical sound experi-
ments in almost every way and represents nothing less than a fully-f ledged (up
to 12 voice) polyphonic synthesizer. It made the revolutionary step of produc-
ing tones by means of rotating disks (Figure 6.8) – since each disk represented a
different tone, it meant that timbre could be separated from pitch and simulta-
neously sidestepped a problem inherent with most optical soundtrack synthesis
methods, which are marred by the constant ‘hum’ produced as a factor of the
actual frame rate of the film.
Sholpo’s instrument was incredibly expressive, allowing for glissandi, vibrato
and rubato. Recordings of classical music using the Variophone such as Wagner’s
Flight of the Valkyries and Liszt’s 6th Rhapsody foretell the work of Wendy Carlos
and Isao Tomita decades later. The idea of synthesis based on optical technologies
and spinning discs was revisited in various synthesizers and even prototypical
samplers (such as the Optigan and the Orchetron) in the 1960s and 1970s. The
FIGURE 6.8 Disks from Evgeny Sholpo’s Variophone. Courtesy of Andrey Smirnov.
Used by permission.
Source: www.researchgate.net/figure/Variophone-disks-with-cut-wave-shapes-Version-1-1932-
Courtesy-of-Andrey-Smirnov_fig7_326414520
Cross-Modal Theories of Sound and Image 151
ANS synthesizer (the name was derived from the initials of synesthetic composer
Alexander Nikolayevich Scriabin), developed by Boris Yankovsky and Evgeny
Murzin, was a direct descendant of the Variophone. It was first conceived of in
1939, but the first version of the instrument was not completed until 1957. Again,
this was a remarkably revelatory instrument, built on a spectral model of com-
position and a complex implementation of additive synthesis. In contrast to the
Variophone, discs (optically) encoded hundreds of individual waveforms. Several
such discs were employed, allowing the simultaneous sounding (in real time!) of
576 (version 1) or 720 (version 2) sine tones covering the full frequency range. Of
particular note is the interface, which essentially allows the user to draw a sono-
gram (a plot of frequency spectra vs. time) that will be reproduced using the sine
tone bank – a model almost identical to that employed by Xenakis’s UPIC system
two decades later. The ANS was used by composers such as Alfred Schnittke and
Sofia Gubajdulina, but its very distinctive sound is perhaps most associated with
soundtracks to the early films of Andrei Tarkovsky.
Space
If one extrapolates further from the ideas outlined earlier around vibration in
both audio and visual domains, one might consider theoretical frameworks based
on motion and its constituent parts, time and space. In considering the latter, it
can be seen that the representation of sound and music using two-dimensional
space is not new. There is a centuries-old tradition of doing just that in the form
of the musical score. In many such scores the relationship between sound and
space is imprecise – there is a relationship between the horizontal dimension and
time and between the vertical dimension and pitch, but both are usually not pro-
portionately consistent and can be seen as symbolic as much as representational.
In the 20th century, a number of composers, early examples being Earle Brown
and John Cage, started to explore notation systems in which the balance shifted
somewhat towards the latter, and two-dimensional space is used in a proportional
way to represent musical parameters. This shift is often accompanied by an exten-
sion in the range of visual representation, associated with the term ‘graphic score.’
Proportionality usually centres around time, in various systems usually known
as ‘proportional notation.’ The driving force in the evolution of proportional
notation was recorded media, where there is often a direct relationship between
physical dimensions and time. This might be closely associated with magnetic
audio tape, where there is a simple relationship between the length of a piece of
tape and the duration of time it represents. However, since early graphic and/or
proportional notations pre-date the introduction of tape, it seems worthwhile to
look for the origins of this idea elsewhere, perhaps in visual arts or media.
There is a short but interesting period in visual art history where the desire
to incorporate time into a visual and spatial medium pre-dated it becoming
commonplace reality in the form of film. This can be seen in many of the artists
connected with the Bauhaus movement. Several artists did manage to make early
152 Joseph Hyde
time-based works in the form of kinetic art, a prime example being Maholy-
Nagy. Paul Klee is an artist whose role in the history of visual music is at least as
important as that of Kandinsky, as discussed in Chapter 2. Although Kandinsky
was equally concerned with colour and form, the latter forming the core of his
later work Point and Line to Plane (which was a Bauhaus publication), Klee made
form central to his theoretical framework, in particular his well-known ideas
around line. These ideas, expressed succinctly in The Pedagogical Sketchbook, have
been tremendously inf luential on several generations of composers, most notably
Boulez and Birtwistle.
Of particular note here are a series of works produced by Hans Richter and
Viking Eggeling. Like Klee, Richter and Eggling were interested in exploring
musical forms and ideas such as counterpoint. Richter wrote: “The principle of
counterpoint is not limited to music. For us, it was more than a technical device;
it was a philosophic way of dealing with the experience of growth.”30 Eggeling
found a guiding principle in Generalbass der Malerei (Figured Bass in Painting).
Over a short period from 1919 to 1921 they produced (separately and together)
a series of long ‘scroll paintings,’ well-known examples being Eggeling’s Hori-
zontal-Vertikal-Messe I-IIII (1919–1921) (Figure 6.9) and Richter’s Fugue (1920).
These paintings function as abstract graphic scores, and through evolution of
forms when read horizontally or vertically, have a clear implication of move-
ment. One interesting aspect of this implicit movement is that, as Richter notes,
it requires active participation on the part of the viewer.31 It is interesting to note
that although both artists went on to make films exploring similar ideas, this was
not (as might appear) their original intention. Richter writes:
We had gotten more than we asked for: the necessity to release this accu-
mulated “energy” into actual movement! Never during our collaboration
had we dreamt of that. But there it was. And movement implied film!
Few people have ever come to this medium so unexpectedly and with
so much inner resistance. We knew no more about cameras and film than
what we had seen in shop windows.32
There was also no direct process of translation from Richter and Eggeling’s scroll
paintings to their early films, even where the films bear the same title. Rather,
the films were made from scratch in a process that both artists found difficult.
However, the lineage of the scroll paintings can perhaps be seen in many more
recent ‘hand-painted’ films such as those of Norman McLaren and Len Lye (see
Chapter 2 for an-depth discussion of McLaren and Lye). Another proponent of
this way of working is Stan Brakhage, who studied with Richter many years later
in the United States.
Another intriguing antecedent to the time-based graphical score can be found
in the work of Oskar Fischinger. Although many of his films are hand-painted
(or drawn), this was achieved on a frame-by-frame basis. However, in many
(possibly all) cases, he produced proportional graphic scores of the music he was
animating to, which also included indications regarding forms and movement
in the animation. Since the first such scores that survive date from the early
1930s, they actually represent very early examples of proportional notation. It is
arguable that these scores had a direct inf luence on 20th century music through
John Cage. This might seem somewhat fanciful given the short duration of their
association. However, in his paper on Fischinger and Cage, Richard H. Brown
makes a convincing case. He compares the graphic score of Franz Liszt’s Hungar-
ian Rhapsody produced as part of the process of making An Optical Poem (which
Cage worked with Fischinger on in 1937) with that of Cage’s Quartet for Percus-
sion, finding remarkable similarities between the two, both in terms of superfi-
cial appearance and deeper function. Although the official date of Cage’s quartet
is 1935, Brown also makes a strong argument that this date is incorrect and Cage
actually wrote the piece in 1937.33
A reasonably complex model for a spatial model of audio-visual relationships
was developed by composer and musicologist Joseph Schillinger. Schillinger’s
ideas, first outlined in The Schillinger Model of Musical Composition 34 in 1941, were
very inf luential at the time, particularly in terms of informing implementations
of parametric control seen in integral serialism and early electronic music. In a
later work, The Mathematical Basis of the Arts (1948), he postulates a parallel tax-
onomy for music and ‘visual kinetic composition.’ In connection with this, he
proposes novel relationships between time and space:
Animator Mary Ellen Bute is strongly associated with Schillinger and his ideas.
She produced graphics for Shillinger and Lewis Jacobs’ film Synchronisation (never
completed) and went on to make systematic use of Schillinger’s ideas (prior to
their publication in the previously mentioned texts) in her own abstract films
over the 1930s and 1940s. Bute’s work makes some interesting connections in
the worlds of music and film making. Early on she worked with Leon Theremin,
although their collaboration was cut short by his departure from the United
States. Later she worked with Norman McLaren, and she also worked with engi-
neer Ralph K. Potter of Bell Labs, who built her a specialised oscilloscope used
in her Abstronics films from 1934 onwards. These films were very much ahead
of their time and greatly inf luenced the many excursions into ‘oscillographics’
that followed.
John Whitney, computer (motion) graphics pioneer, already introduced in
Chapter 3, took ideas around motion and music considerably further. These ideas
are detailed in some depth in his book Digital Harmony: On the Complementarity of
Music and Visual Art,36 but can be seen to be employed in his work decades ear-
lier. The five Film Exercises, produced with his brother James between 1943 and
1945, offer an extraordinary prescient vision of tightly controlled audio-visual
parameterisation. The films are built on a model inf luenced heavily by serialism
and a series of ‘permutations’ such as transposition, inversion and retrogression,
which are applied both to the sound material and the forms that make up the
visual component of the works. Since these processes are applied to all aspects
of (entirely synthetic) sound and abstract visuals, these pieces are astonishing
precursors of total or integral serialism. The soundtracks are some of the most
advanced examples of early synthesis, although they were produced by optical
rather than electronic means. The Whitney brothers devised an instrument that
would draw synthetic waveforms onto film by means of a series of pendulums.
The sonic result seems very much to prefigure the early electronic music of
Karlheinz Stockhausen, not just sonically but also in terms of ideas. Particularly
remarkable is the fact that the Whitneys realised they had at their disposal a
continuum of pitch that could incorporate infinite microtonal gradations right
down to – and beyond – the point that frequency became rhythm, again prefig-
uring Stockhausen.
Later in his career, Whitney perhaps reveals himself to have slightly more
conservative ideas about music, certainly in comparison to the ultra-modernist
aesthetic at play in the Film Exercises. The theories he developed, however, are
no less remarkable. He developed a series of complex principles for ‘harmonic
motion’ which could only be realised with his ‘analog computer’ (in reality, a
bespoke mechanical device built with an intricate system of cams designed for
anti-aircraft gun direction, as discussed in Chapter 3) he built from military
surplus in the late 1950s and then later using digital computers. Using these
tools, he built upon the idea of permutation to develop a system of ‘differential
motion.’ The systems he used allowed the precise control of hundreds of graphi-
cal elements and would tend to apply the same process to these elements but
Cross-Modal Theories of Sound and Image 155
by different (or differential) degrees. This principle, which lies at the heart of
many subsequent computer animation techniques, gave him something he saw as
very close to the functioning of musical harmony in a metaphorical rather than
a literal sense. In particular, he found tension and release in the way graphical
elements could be made to diverge and converge into particular configurations
using this technique. This principle can be seen and indeed (as Whitney would
have it) felt in most of his well-known films, perhaps the prime example being
Arabesque.
While Whitney progressed from analogue to digital techniques (which will
be further discussed in the last section of this chapter), many artists have sub-
sequently gone the other way and found in analogue technology an attractively
direct way to integrate sound and image. This can be seen in particular in the
continued use of oscilloscopes and related technologies in creative audio-visual
work. This distinct area of practice is a direct descendant of the theories of Lis-
sajous and others and the implementations of Mary Ellen Bute. In the second half
of the 20th century it was often known as ‘oscillographics.’ In the 21st century,
Derek Holzer has coined the term vector synthesis. The vibrancy of this practice
can be seen in the body of work presented across two Vector Hack events, pro-
duced by Holzer and others in 2018 and 2020. Although this work is very diverse
in terms of aesthetic and technique, most of it has one thing in common. Gener-
ally, audio signals are directly used to drive a beam of electrons or light. Some
works will abstract the relation between audio and visual, but in many cases the
soundtrack is exactly the audio that produces the image.
Although this might at first appear to be solely an exercise in ‘media archaeol-
ogy,’ it is very much informed by contemporary developments. Whilst the means
of display is usually analogue, the range of such displays has been extended. As
well as various kinds of oscilloscopes, proponents of this way of working also
use hacked cathode ray tube (CRT) TVs and game consoles and laser projectors
(there is nothing new about using lasers in this way, but they have become much
more affordable, and therefore widespread, in recent years). At the same time,
the range of signals used to drive the display has also expanded. This expan-
sion has taken place over the analogue domain, exploiting the broad range of
circuits available in systems based on Eurorack and other modular formats. It
is also embraced the digital, with bespoke software and modular programming
environments such as Pure Data and Max/MSP making a huge variety of new
forms available. The author of this chapter has been exploring Lissajous patterns
based on polar rather than cartesian coordinates.37 This is difficult to achieve
using analogue circuits exclusively (the code ‘instrument’ outlined at the core of
Whitney’s Digital Harmony is based on a similar model, but not designed to run
in real time or to produce audio). Other artists, such as Jerobeam Fenderson and
Hansi Raber, use software to derive complex three-dimensional forms.
‘Video synthesis’ is a term with rather imprecise meaning, which is used in vari-
ous ways. However, in its ‘classic’ form, as employed in systems such as the Sandin
Image Processor or the Hearn Videolab and using analogue circuits and CRT
156 Joseph Hyde
displays, it can be seen as a specialised case of vector synthesis. In this case, def lec-
tion of the electron beam is not arbitrary, but is based on the ‘given model’ of a
raster scan. The raster scan relies on the electron beam scanning across the CRT at
50 Hz (PAL; 60 Hz for NTSC systems). This means that frequencies below 50 Hz
will produce colour/luminance fields, frequencies between 50 Hz and around
25/30 kHz will produce vertical bands/lines (the scan frequency multiplied by the
number of pixels in each line) and frequencies above this will produce horizontal
bands/lines (with the frequency further multiplied by the number of lines). By
deriving signals with awareness of this model and across colour channels, a huge
variety of visual forms can be produced using audio signals. There are some issues
to overcome – of course, a significant proportion of the frequency range that might
be used lies beyond the range of human hearing, and the operational voltage range
of audio and video systems is generally not the same. However, it is still relatively
easy to establish a direct relationship between sound and image in this way. This is
ref lected by the development of specialist analogue video modules in the Eurorack
format by companies such as LZX Systems.
A number of artists have explored a middle ground between vector and raster
systems by essentially deriving a raster system ‘by hand’ using vector techniques.
This opens up all sorts of possibilities for unusual scanning patterns and pseudo-
3D distortions of video images. This is possible using analogue technology, for
example, in the Rutt/Etra system built in 1974, but it has become easier and far
more f lexible with the integration of digital technology.
One should note that it is also possible to derive audio from video signals.
This can be achieved very simply using the ‘composite cramming’ technique
described by Nic Collins.38 As with raster manipulation, the results are very
much limited by the raster scan model. The sounds produced will always have
as their primary feature the frequency of the raster scan (50 Hz for PAL or 60
Hz for NTSC) and will contain frequency content outside of the range both of
human hearing and of most audio equipment. However, despite these limitations
this method can be, and has been, put to worthwhile use.
Time
Continuing our examination of motion as common ground in models of audio-
visual interaction, we come to the other component of motion – time. While
spatial information may require a certain amount of ‘translation’ between sound
and image as outlined earlier, this is not the case with the temporal. There are
physiological and psychological differences to the way we perceive time in con-
nection to visual and aural phenomena, which are beyond the scope of this dis-
cussion. Nonetheless, in a straightforward physical sense, time can be seen as
operating in the same way across both domains. This has been recognised in
many of the theoretical frameworks outlined earlier: Schillinger’s taxonomy
includes time as the “general component” in the elements of both “visual kinetic
composition” and music.39
Cross-Modal Theories of Sound and Image 157
Various theories have evolved around the use of time in both media. In film,
Eisenstein’s theories of montage are well-known and discussed elsewhere in this
volume. In sound, theoretical frameworks are more developed (perhaps because
time is intrinsic to sound – i.e. sound cannot exist without it). Theories of musi-
cal time can be found dating back centuries, and indeed several of these have
been applied to the visual arts. However, in the advent of audio-visual media,
time has become absolute across both domains (both exist on the same timeline).
For this reason, this discussion will be limited to the media age, and we will
begin it with Pierre Schaeffer.
Although Schaeffer is primarily associated with sound, and though some
of his ideas (for example, around the acousmatic) might at first sight seem to be
antithetical to multimedia practice, he was in fact very much interested in the
audio-visual (what he called ‘arts-relais’) and applied some of his ideas to this
domain:
Schaeffer also took some of the inspiration for his ideas from the visual domain.
He was strongly inf luenced by the writings of filmmaker Jean Epstein. He also
based many of his theories on the early phenomenology of Edmund Husserl.
Although phenomenology is, of course, not exclusive to visual phenomena, in
Husserl’s writing it is usually couched in visual terms.
Perhaps because of the origin of these ideas, it is relatively simple to apply
them to the audio-visual domain, and several theoretical frameworks have been
built in this way. Diego Garro has written a number of texts proposing a music
concrète–based model for audio-visual practice (based as much on the theories
of more recent electroacoustic theoreticians such as Denis Smalley as those of
Schaeffer). This is predicated on the idea of the objet audiovisuelle.41 Garro postu-
lates that this can be seen as the basic building block in audio-visual composi-
tion, in the same way as the objet sonore is in musique concrète (or electroacoustic
or acousmatic music). He also proposes that the ways in which the objet may be
transformed are comparable across both media. Garro’s theories are primarily
built on the assumption of concrete materials (i.e. those derived from the real
world). This puts them in contrast with theories around visual music, most of
which are tied up with abstraction (Brian Evans’s definition of visual music
explicitly equates it with abstract animation42).
Schaeffer’s theories were brought to bear on the world of cinema by Michel
Chion in a series of texts – most famously Audio-Vision. Chion’s theories are quite
specific to the world of cinematic sound design and are often tied up with nar-
rative concerns. However, some of his ideas concerning time are more relevant
158 Joseph Hyde
In the context of abstract audio-visual work, this might seem dangerously close to
‘mickey mousing’ (a term used to denote overly simplistic audio-visual relation-
ships). However, the power of such audio-visual fusion cannot be denied. Recent
writing by Quebecois audio-visual artists Jean Piché and Myriam Boucher has
expanded the definition of synchresis, particularly in connection with what they
term vidéomusic. They expand the definition of synchresis thus:
They identify ten different categories of synchresis, which can operate over a
range of timescales from a single instant (as is generally the case with Chion’s
original model) to extended periods of time. This rather precise taxonomy for
a specific category of audio-visual relationships is reminiscent of frameworks
developed for sound by the likes of Schaeffer, Smalley and Roads, and is a prom-
ising direction for future development.
Data
Since the 1980s, the rise of personal computing and other domestic digital tech-
nologies has seen significant changes in our relationships with media, and indeed
between those media themselves. We might see this as part of a broader process
of ‘media convergence.’ This term is notoriously slippery to define and has been
through a number of shifts in meaning over the last four decades. It has been
applied to media, technology (and, of course, both of these together), economics
Cross-Modal Theories of Sound and Image 159
celluloid optical soundtrack), digital media in its raw binary form is not. A pur-
poseful intervention akin to Pfenninger’s tönende handschrift is not possible, and
any intervention is likely to produce unpredictable results. An edit made to the
binary data of an audio and/or visual stream might have no perceptible effect, or
it might result in an error and cause playback to cease. On the other hand, more
interestingly it may produce a glitch – an artefact which tends to have certain
characteristics, whilst its precise form will be hard to predict (a useful term to
apply here might be Greg Hainge’s “meta noise”).49 It will often offer an extreme
contrast to the surrounding material, whether that is in terms of dynamics, pitch,
colour or form. In some cases, it may alter the behaviour of playback of this
material – an example of this would be the practice of ‘data moshing,’ where data
discontinuities are used to interfere with the workings of video data compression
algorithms to typically psychedelic effect.
Therefore we can see that while the ‘wounded’ CDs of Yasanao Tone, for
example, may seem like a contemporary response to the challenge proposed by
Moholy-Nagy, the outcome of Tone’s CD abuse (largely consisting of pieces
of perforated tape being applied to the underside of the disks) is not at all the
empirical process originally called for, but something much more unpredict-
able and chaotic, very much in keeping with Tone’s Fluxus ethos. In the liner
notes for Solo for Wounded CD (1997), Tone describes this as “a maze where
ambush was everywhere, and that made the performance situation all the more
interesting.”50
Tone explores a similar ‘maze’ in a series of works based on traditional Chi-
nese poetry, such as Musica Iconologos (1993). In this work, images of Chinese
calligraphy were scanned and the images converted to sound files. Perhaps
unsurprisingly, the result is similarly chaotic and noisy, highlighting again a
process which is essentially not comprehensible by humans. Many other art-
ists have explored similar territory across audio and visual domains. Perhaps
the best known is Ryoji Ikeda, who has evolved an aesthetic which highlights
the extremes of digital media across the audio and visual, exploring boundary
conditions of loud/quiet, bright/dark, highest/lowest, 1 and 0. His work is often
predicated on a particular kind of post-digital sensory overload, with an aim to
evoke the sublime – as he has described it:
If it’s beautiful, you can handle it; the sublime, you cannot. If you stand
in some great whited-out landscape in Lapland, the Sahara or the Alps,
you feel something like fear. You’re trying to draw information from the
world, but it’s something that your brain cannot handle.51
Notes
1 David Kershaw, Tape Music with Absolute Animated Film: Prehistory and Development (PhD
Thesis, University of York, 1982).
2 John Whitney, Digital Harmony: On the Complementarity of Music and Visual Art (King-
sport: Kingsport Press, 1980), 41.
3 Fred Collopy, “Playing (With) Colour,” Glimpse: The Art and Science of Seeing, 2(3),
2009, https://rhythmiclight.com/1998/articles/Playing(With)Color.pdf.
4 Isaac Newton, Opticks: Or, a Treatise of the Reflections, Refractions, Inflexions and Colours of
Light (London: Sam. Smith, and Benj. Walford, 1704).
5 Isaac Newton, Opticks: Or, a Treatise of the Reflections, Refractions, Inflexions and Colours of
Light (London: Sam. Smith, and Benj. Walford, 1704), 155.
162 Joseph Hyde
6 Isaac Newton, Opticks: Or, a Treatise of the Reflections, Refractions, Inflexions and Colours of
Light (London: Sam. Smith, and Benj. Walford, 1704), 154.
7 Adrian Bernard Klein, Colour Music, the Art of Light (London: Lockwood, 1930).
8 Wassily Kandinsky, Concerning the Spiritual in Art (New York: Dover, 1977), 41.
9 Gene Youngblood, Expanded Cinema, 50th Anniversary Edition (New York: Fordham
University Press, 2020), 81.
10 Karlheinz Stockhausen, Towards a Cosmic Music, translated by T. Nevill (Shaftesbury:
Element Books, 1989).
11 Kenneth Lindsay and Peter Vergo (eds.), Kandinsky: Complete Writings on Art (Cam-
bridge: Da Capo Press, 1994).
12 Malcolm MacDonald, Schoenberg (Oxford: Oxford University Press, 2008), 9.
13 Malcolm MacDonald, Schoenberg (Oxford: Oxford University Press, 2008), 9.
14 Hermann L.F. Helmholz, On the Sensations of Tone as a Psychological Basis for the Theory of
Music, translated by Alexander J. Ellis, 3rd edition (Cambridge: Cambridge University
Press, 2009).
15 Leon Vallas, Claude Debussy His Life and Works (London: Dover Publications, 1978).
16 Arnold Schoenberg, Theory of Harmony, translated by Roy E. Carter (Berkley: Belmont
Music Publishers, 1978).
17 Joseph Edward Harris, Musique Colorée: Synesthetic Correspondence in the Works of Olivier
Messiaen (PhD thesis, University of Iowa, 2004), 49.
18 Jonathan W. Bernard, “Messaien’s Synaesthesia: The Correspondence between Colour
and Sound Structure in His Music,” in Music Perception: An Interdisciplinary Journal, vol. 4,
no. 1 (Berkeley: University of California Press, 1986), 44.
19 Ernst Chladni, Entdeckungen über die Theorie des Klanges (Leipzig: Weidmanns Erben und
Reich, 1787).
20 Hans Jenny, Cymatics: The Structure and Dynamics of Waves and Vibrations (Basel: Basilius,
1967).
21 Joost Rekveld, Symmetry and Harmonics, 1998, www.joostrekveld.net/?p=252.
22 Robert V. Bruce, Bell: Alexander Graham Bell and the Conquest of Solitude (Boston: Little
Brown & Co., 1973).
23 Margaret Watts Hughes, “Visible Sound,” in The Century Illustrated, vol. 41, no. 1 (New
York: Scribner, 1891).
24 Margaret Watts Hughes, The Eidophone Voice Figures: Geometrical and Natural Forms Pro-
duced by Vibrations of the Human Voice (London: Christian Herald Co. Ltd, 1904), 2.
25 Thomas Y. Levin, “Tones from Out of Nowhere: Rudolph Pfenninger and the Archae-
ology of Synthetic Sound,” in Grey Room, vol. 12 (Cambridge, MA: MIT Press, 2003).
26 Kristina Passuth, Moholy-Nagy (Dresden: Verlag der Kunst, 1982), 322.
27 Thomas Y. Levin, “Tones from Out of Nowhere: Rudolph Pfenninger and the Archae-
ology of Synthetic Sound,” in Grey Room, vol. 12 (Cambridge, MA: MIT Press, 2003).
28 William Moritz, Optical Poetry: The Life and Work of Oskar Fischinger (Eastleigh: John
Libby Publishing, 2004), 78.
29 Andrey Smirnov, Sound in Z: Experiments in Sound and Electronic Music in Early 20th
Century Russia (London: Sound and Music / Koenig Books, 2013).
30 Hans Richter, “Easel – Scroll – Film,” in Magazine of Art, vol. 45 (New York: American
Federation of Arts, 1952), 78–86.
31 Hans Richter, “Easel – Scroll – Film,” in Magazine of Art, vol. 45 (New York: American
Federation of Arts, 1952), 78–86.
32 Hans Richter, “Easel – Scroll – Film,” in Magazine of Art, vol. 45 (New York: American
Federation of Arts, 1952), 78–86.
33 Richard H. Brown, “The Spirit Inside Each Object: John Cage, Oskar Fischinger, and
‘the Future of Music’,” Journal of the Society for American Music, 6, 2012, 83–113.
34 Joseph Schillinger, The Schillinger Model of Musical Composition: New Edition (Cambridge:
Da Capo Press, 1977).
35 Joseph Schillinger, The Mathematical Basis of the Arts (New York: Philosophical Library,
1948).
Cross-Modal Theories of Sound and Image 163
36 John Whitney, Digital Harmony: On the Complementarity of Music and Visual Art (King-
sport: Kingsport Press, 1980).
37 Joseph Hyde, “Hybrid Analogue/Digital Audiovisual Performance,” in Jason Berna-
gozzi, ed., The Signal Culture Cookbook, vol. 2 (Owego: Signal Culture, 2014).
38 Nicolas Collins, Handmade Electronic Music: The Art of Hardware Hacking, 3rd edition
(London: Routledge, 2020).
39 David Kershaw, Tape Music with Absolute Animated Film: Prehistory and Development (PhD
thesis, University of York, 1982), 205.
40 Sophie Brunet (ed.), Pierre Schaeffer: De la musique concrete a la musique même (Paris: La
Revue Musicale, 1938–1977).
41 Diego Garro, “A Glow on Pythagoras’ Curtain: A Composer’s Perspective on Electro-
acoustic Music with Video,” in EMS International Conference Series (Montréal, 2005).
42 Brian Evans, “Foundations of a Visual Music,” in Computer Music Journal, vol. 29, no. 4,
Visual Music (Cambridge, MA: MIT Press, 2005), 11–24.
43 Michel Chion, Audio-Vision: Sound on Screen, translated by Claudia Gorbman (New
York: Columbia University Press, 1990).
44 Myriam Boucher and Jean Piché, “Sound/Image Relations in Videomusic: A Typologi-
cal Proposition,” in Andrew Knight-Hill, ed., Sound and Image: Aesthetics and Practices
(London: Focal Press, 2020).
45 Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New
York University Press, 2006).
46 Ithiel de Sola Pool, Technologies of Freedom (Cambridge, MA: Belknap Press, 1983).
47 Kim Cascone, “The Aesthetics of Failure: ‘Post-Digital’ Tendencies in Contemporary
Computer Music,” in Computer Music Journal, vol. 24, no. 4 (Cambridge, MA: MIT
Press, 2000).
48 Caleb Kelly, Cracked Media: The Sound of Malfunction (Cambridge, MA: MIT Press,
2009).
49 Greg Hainge, “Of Glitch and Men: The Place of the Human in the Successful Integra-
tion of Failure and Noise in the Digital Realm,” in Communication Theory, vol. 17, no. 1
(Hoboken: Wiley, 2007).
50 Yasanao Tone, Solo For Wounded CD liner notes (New York: Tzadik, 1997).
51 Lynne Heller, “The Intrinsic Irony of the Future Sublime,” in Canadian Review of Ameri-
can Studies, vol. 50, no. 3 (Toronto: University of Toronto Press, 2020).
52 Ryoji Ikeda, Dataplex [2001–05] liner notes (Chemnitz: Raster Noton, 2005).
53 Kim Cascone, “The Aesthetics of Failure: ‘Post-Digital’ Tendencies in Contemporary
Computer Music,” in Computer Music Journal, vol. 24, no. 4 (Cambridge, MA: MIT
Press, 2000).
7
LIVE VISUALS IN THEORY
AND ART
Paul Goodfellow
Introduction
This chapter considers Live Visuals in relation to art history and theory. The
chapter begins with a history of contemporary art which suggests two discern-
ible but overlapping narratives within art history over the past 100 years. These
are formalism and avant-garde, and the proposal is made that Live Visuals exhibit
characteristics of both fields, and particular attention is paid to two periods of
artistic development. The first period is the early 20th century when the avant-
garde developed in parallel to the formalism of painting and the traditional nar-
rative of art history. The second period is the 1960s, when the ideas and methods
of the avant-garde were absorbed within mainstream art, laying the foundations
for both contemporary art and media art.
Live Visuals can be understood as a form of media art, and the chapter con-
tinues with a consideration of the bifurcation of contemporary art and media
art and the failure of these two fields to address both their shared history and
fundamental differences meaningfully. The chapter considers the primary failure
of contemporary art as the lack of deep engagement with contemporary tech-
nological culture. At the same time, the primary failure of media art is a lack
of engagement with the discourses and philosophies framing contemporary art.
The separation of technology-infused media art from conceptually driven
contemporary art has created a space to reimagine Live Visuals from a contempo-
rary or ‘post-conceptual’ perspective. The characteristics of the post-conceptual
art object are introduced, and Live Visuals are measured against these qualities.
In particular, post-conceptual art is considered as a means of transporting signs
within culture and the ability of Live Visuals to operate as both index and icon.
The chapter concludes with a consideration of the liveness of Live Visuals and
their ability to channel the conditions of contemporary culture through the pro-
duction of shared visceral or affective experiences.
DOI: 10.4324/9781003282396-10
Live Visuals in Theory and Art 165
Bricolage
The approach employed is a form of bricolage – the weaving together of narratives
from art history and ideas from art theory to offer a new perspective on Live
Visuals. Claude Lévi-Strauss developed the concept of bricolage to describe the
process of combining available tools and ideas and repurposing them for a new
problem. He suggested that these
elements are collected and retained on the principle that ‘they may always
come in handy.’ Such elements are specialised up to a point, sufficiently
for the ‘bricoleur’ not to need the equipment and knowledge of all trades
and professions, but not enough for each of them to have one definite and
determinate use.1
Bricolage neatly describes this consideration of art history and art theory, as these
are vast, heterogeneous and contested fields of knowledge. Consequently, this
chapter is a bricolage of art history and ideas combined to offer new insight into
the role of Live Visuals within contemporary culture and, specifically, its poten-
tial relationship to contemporary art.
The second narrative – the avant-garde – illustrates both the profound inf lu-
ence radical artists of the 1920s had on the art of the 1960s but also suggests rea-
sons why media-based art has been side-lined within institutional art discourse
due to the avant-garde’s focus on technologies and its explicit anticipation of the
future. Henri de Saint-Simon first employed the term avant-garde in 1845 to
describe progressive thinking and action, stating: “the power of the artists is in
fact most immediate and most rapid: when we wish to spread ideas among men,”
and he continued that this was “exercising a positive power over society, a true
priestly function, and of marching forcefully in the van [vanguard] of all the
intellectual faculties.”8
The avant-garde more fully emerged in the early 20th century as a collection
of co-evolutionary movements – futurism, dadaism and surrealism, all of which
were a response on some level to the psychological and political traumas of World
War I. Although futurism, led by Filippo Tommaso Marinetti, emerged in Italy
prior to the war, its inf luence extended across Europe after 1918 and informed the
Vorticism movement in Britain. Both movements were interested in the concepts
of time and progress and the depiction of movement.9 The Italian futurists were
intensely patriotic and were sympathetic to fascism which has, to some degree,
diminished their role within art narratives. However, their contribution to the
avant-garde must be acknowledged. In particular, futurism sought to conceptualise
the future and understood the power of technologies to affect change through mass
media and social engagement. Claire Bishop notes futurism’s use of the ‘serate’ or
‘evening party’ as a precursor to the art happenings of the 1960s as they mixed the
reading of political and artistic manifestos with music, poetry and painting.10
Dada originally developed in Zürich as a loose collective of artists before
spreading to other European cities and New York. Dada was the antecedent
of conceptual art, defining itself as a form of ‘anti-art’ which moved beyond
aesthetic concerns to hold “bourgeois culture” to account for WWI.11 Hugo
Ball, one of the founders of dada, wanted “to draw attention, across the barriers
of war and nationalism, to the few independent spirits who live for other ide-
als” through chaotic live art events.12 These early ‘multimedia’ events, which
would include the performance of contradictory manifestos, poetry in multiple
languages, chanting and music created on non-traditional instruments such as
typewriters and pots, can be seen as the forerunner to the happenings and Fluxus
events of the 1960s and multimedia art installations of the 1990s, as discussed in
Chapters 3 and 13, respectively.
It can be argued that the most important figure emanating from the avant-
garde was Marcel Duchamp, as he was the first artist to highlight the conceptual
dimension of an artwork explicitly. In 1917 he famously presented a commer-
cially produced urinal as an art object Fountain (1917), which simultaneously
foregrounded the conceptual dimension of the artwork and the aesthetic quali-
ties of the object.13 The work also marked the use of found objects as ‘ready-
mades,’ and such reappropriation became central to the pop art of the 1960s and
VJ and remix culture of Live Visuals.
168 Paul Goodfellow
FIGURE 7.1 Marcel Duchamp, The Bride Stripped Bare by Her Bachelors, Even (The
Large Glass), 1923. Philadelphia Museum of Art. Photo by Richard
Winchell, via Flickr. Used by permission.
Source: www.artsy.net/news/artsy-editorial-works-pablo-picasso-marcel-duchamp-public-domain
was seen as a dream or wish and the art object a materialisation of this “conf licted
desire.”18 Of particular interest within surrealism was the photographic image
and its quality of “mirroring” the subject. Through various visual manipulations,
such as double exposures, the juxtaposition of positive and negative prints and
170 Paul Goodfellow
montage suggested “the world [is] redoubled as sign.”19 Drawing from Freud’s
essay The Uncanny (1919),20 the image of the ghost was a powerful image to sug-
gest the uncanny double of the living and the photograph as an uncanny record
of a once live event. Moreover, as noted in Chapter 5, Live Visuals exhibit the
uncanniness of the contemporary systems-based culture as they reveal the ghosts
and traces of the algorithm. Finally, surrealism also fundamentally understood
the power of participation and the importance of embodied experience, two
essential ingredients of Live Visuals. This is evidenced in André Breton’s perfor-
mative and participatory walks around Paris, or deambulation, which in turn led
to Guy Debord’s psychogeographic walks in the 1950s and the conceptual walks
of Richard Long, such as A Line Made by Walking (1967) and performative studio
walks of Bruce Nauman, such as Walking with Contrapposto (1968).
However, the avant-garde was not restricted to the West, and several nota-
ble developments in Russia should be considered. Firstly, Kazimir Malevich’s
suprematism imagined an art form in which pure feeling or perception domi-
nated a work. In his essay Suprematism (1927), Malevich stated, “I understand the
supremacy of pure feeling in creative art” and continued that art should arrive at
“nonobjective representation.”21 This overwhelming sensory experience is dem-
onstrated in the light installations of James Turrell and immersive Live Visual
experiences, an example being the collaboration between the musician J. Space-
man of the band Spiritualized, the director Jonathan Glazer and One of Us for
the Coachella festival in which they produced a dark “cathedral-like space” with
“isolated pools of light” being triggered by Spiritualized’s Ladies and Gentlemen,
We Are Floating in Space (2011).22
A critical development in the Russian avant-garde was Soviet montage the-
ory, an inf luential film movement that proposed five different types of montage
techniques: metric, rhythmic, tonal, overtonal and intellectual.23 Sergei Eisen-
stein’s Battleship Potemkin (1925) is a famous example, with the Odessa Steps scene
incorporating multiple forms of montage to create an experience that remains
both exciting and affective. The visual experimentation reached new technical
and conceptual heights with Dziga Vertov’s Man with a Movie Camera (1929),
in which he incorporated a range of visual techniques which remain central to
Live Visual performance. These include slow-motion, multiple exposures, split-
screen and reversed footage.24 Conceptually the work was also radical, anticipat-
ing the self-ref lexivity of contemporary art and postmodernism. Vertov’s work
was underpinned by his concept of ‘Kino-Glaz,’ an idea that anticipated post-
humanism and proposed that one’s sublimation with machines would lead to
new forms of perception not directly accessible through the human eye.25
Finally, the Russian avant-garde theatre of Proletkult (Proletarian Cultural-
Educational Organisation) encouraged collective authorship and experience
through live theatrical events.26 The founder of Proletkult, Aleksandr Bogda-
nov, understood the power of art to activate an audience, suggesting that “art
can organise feelings in exactly the same way as ideological propaganda [organ-
ises] thought; feelings determine will with no less force than ideas.”27 Proletkult
Live Visuals in Theory and Art 171
demonstrated the power of art to move a mass audience through emotion, and
this has been deployed within cinema and television to create narratives with
mass appeal and within live music and club events to direct the participants’
emotions.
It is beyond the scope of this chapter to explore why the progressive ideas
and processes of the avant-garde took several decades to enter mainstream insti-
tutional art in the 1960s. One can, however, speculate that the conservative
market forces of modern art and the cultural traumas of World War II signifi-
cantly delayed the absorption of avant-garde within mainstream institutional
art. However, one can observe that the two narratives of art – formalism and
the avant-garde – met in the late 1960s to produce a wide range of conceptually
driven art forms, which would, in turn, lead to contemporary art, media art and
Live Visuals. These new strands of art can be summarised as minimalism, per-
formance art, pop art, conceptual art, kinetic art and systems art. Underpinning
this explosion of movements were the radical ideas of the avant-garde which
had been carried through from surrealism, the situationist international and
the writing of Guy Debord in the 1950s, before taking hold in broader culture
through student movements protesting for democracy and the countercultural
revolution – an amalgam of anti-authoritarianism and civil rights protests.28
It is essential to consider the genesis of these new art forms as they demon-
strate that media art and, specifically Live Visuals, fundamentally share the same
DNA as contemporary art. Firstly, from the formalist perspective, one can see
how suprematism and constructivism leads to abstract expressionism, which in
turn leads to minimalism, and all of these movements can be understood in
terms of ‘action’ and ‘process.’29 This procedural and formalist aesthetic can be
seen in contemporary Live Visuals, which exhibit both photographic and paint-
erly attributes. Whereas traditional film and cinema have a strictly photographic
foundation, the digital image and Live Visuals have a more complex underpin-
ning whereby the pixel values are manipulated, mixed and layered in a painterly
fashion.30 Another aspect of the 1960s art scene that has inf luenced Live Visuals
is performance art, which in turn can trace its roots to the futurist serate and the
Dadaist cabaret.
The overriding contribution of art in the 1960s was the understanding that
art was primarily a conceptual activity supported through the production and
circulation of aesthetic objects. Groys suggests that the emergence of minimal-
ism and conceptual art in the 1960s can be understood “as the completion of the
revolutionary process that the classical avant-garde initiated at the beginning
of the twentieth century.”31 Groys argues that the institutional acceptance and
deployment of the radical ideas of the earlier avant-garde had the effect of simul-
taneously fulfilling the conceptual remit of the avant-garde whilst neutralising
the radicalism and, in particular, the avant-garde’s engagement with the future.
If conceptual art was the logical conclusion of the avant-garde, two specific
conceptual art forms, pop art and systems art, emerged in the 1960s, directly
shaping media art and Live Visuals. Firstly, pop art emerged as a response to and
172 Paul Goodfellow
Real-time Systems (1969). In Systems Esthetics (sic), for example, Burnham stressed
both the relational nature of art and its conceptual debt owed to Duchamp, stat-
ing “that art does not reside in material entities, but in relations between people
and between people and the components of their environment. This accounts for
the radicality of Duchamp and his enduring inf luence.”37
Other inf luential systemic developments in this period included the publica-
tion of Buckminster Fuller’s Operating Manual for Spaceship Earth (1969)38 that
described the Earth in terms of planetary systems. Fuller’s descriptive mix of
ecological and technological thinking anticipated the contemporary understand-
ing of nature found in the writing of Timothy Morton.39 and Erich Hörl40 as one
of ecological-technological entanglement. However, as outlined in Chapter 3, it
was the publication of Gene Youngblood’s Expanded Cinema41 that most directly
laid the foundation for video art and media art and marked the beginnings of
its bifurcation from contemporary art. As with any writing which anticipates
the future, both the content and tone of the text locate it at a specific time in
the past. However, Youngblood correctly anticipated the shift from the cin-
ematic broadcast era to a more dialogical “era of image-exchange between man
and man.”42 Youngblood also imagined the shift to networked communication
as an enfoldment within technology, and this is something contemporary art
has largely resisted and media art has embraced. The original multimedia artist
Nam June Paik bridged this latent divide between contemporary art and media
art. His work is historically significant as it performs the “media and message”
dichotomy which defines the divide between media art, which focuses on the
media, and contemporary art, which focuses on the message.
contemporary art institutions and debates, and this section considers the reasons
for this dialectical failure and its implications for the status of Live Visuals. On
one side, media art has failed to fully engage with the concerns of contemporary
art, and contemporary art has failed to fully engage with the digital realities of
21st-century culture.44
The failure of contemporary art to address media art and digital art can be
understood in terms of four structural f laws within the contemporary art model.
These four weaknesses or blind spots can be summarised as the post-medium
condition and the turn away from technologies, the failure of art schools to
integrate technologies, the shift away from aesthetics and finally, the failure to
address the future.
Contemporary art, and in particular conceptually driven art, emphasises the
idea over the object. This development in the late 1960s but rooted in the
avant-garde marked a turn away from the new technological substrates emerg-
ing during this era. This vigorous conceptuality was articulated in Sol LeWitt’s
Artforum article Paragraphs on Conceptual Art (1967), in which he stated that “in
conceptual art the idea or concept is the most important aspect of the work” and
“the idea becomes a machine that makes the art.”45 LeWitt and this famous state-
ment have been historically aligned with the rise of serialism and systems art
and are therefore a direct antecedent of media art. However, the statement is not
an advocation of technology-augmented art production, but a de-technological
statement suggesting the idea is the algorithm. He makes this explicit when
he criticised the new emerging art forms stating, “New materials are one of
the great aff lictions of contemporary art. Some artists confuse new materials
with new ideas. There is nothing worse than seeing art that wallows in gaudy
baubles.”46 He continued, “The danger is, I think, in making the physicality of
the materials so important that it becomes the idea of the work (another kind
of expressionism).”47
The central concern is that new materials and technologies would eclipse the
conceptual component of the artwork and reduce the art experience to one of
shallow spectacle. This focus on the messages being circulated away from the
technological substrate which transported the message can then be understood
as an inversion of Marshall McLuhan’s famous phrase “the medium is the mes-
sage.” In Understanding Media: The Extensions of Man (1964), McLuhan proposed
that the medium of communication dominates the message, and conceptual
art can therefore be understood as a challenge to the hegemony of information
technology.48
The idea that the “message is the message” was central to the work of ‘Art &
Language,’ a conceptual art collective established in 1967. They were critical
of the f low of art discourse through traditional studio practice and the gallery
system and instead circulated their ideas through journals and text-based works.
This distillation of conceptual art to the text chimed with the move from mod-
ernism to postmodernism articulated in the writing of Roland Barthes, Jacques
Derrida and Umberto Eco, each expressing ways in which the text or artwork
Live Visuals in Theory and Art 175
should be understood as an “open work” that can have a life independent from
the original artist or author.49
This focus on the conceptual, open artwork shifted attention away from spe-
cific mediums: painting, sculpture and photography and on to the underlying
idea. Rosalind Krauss described this as the “post-medium condition” in her text
A Voyage on the North Sea: Art in the Age of the Post-Medium Condition (1973), in
which she charts conceptual art’s turn towards poststructuralist philosophy.50 In
this inf luential text, Krauss suggests the antecedents of media art such as Young-
blood’s Expanded Cinema, video art and hybrid media art were, in contrast to
conceptual art (at least at the level of technology), subservient to mass media and
capital, and the inference is that they should be treated with a degree of critical
suspicion.
This paradigmatic shift within art impacted education, and art schools moved
away from specialist degrees in sculpture, painting and photography to offer
degrees in ‘fine art’ and ‘contemporary art.’ In these new conceptual degrees,
all material supports, including digital technologies, were of equal value. How-
ever, as technically and financially demanding digital tools were not taught,
students tended to revert to the more traditional accessible materials of modern
art. Thus, there was a technological gap within art education, and it was only
with the advent of mass consumption of digital tools in the 21st century, such as
the image manipulation of Photoshop, the algorithmic filtering of Instagram or
the mimetic distribution of TikTok, that digitally mediated images are becoming
central to the practice of young artists. However, it can be argued that many of
these contemporary artists are approaching the digital sphere from a subjugated
consumer position, as their access to imagery and data is mediated by technology
and social media companies. This subjugated state was discussed in Chapter 5
concerning the technological “nostalgia mode” of post-conceptual art.
This is not to suggest that contemporary art has not engaged in our contem-
porary condition; instead, it has approached this in a largely non-technological
way to consider ways in which we mediate and are mediated by information and
information technologies. This can be seen in the 1980s in the work of Hol-
zer and Kruger, who employed visual and conceptual strategies of advertising
to critique the operations of capitalism. Barry Smart, referencing Hal Foster,
described such work as a “postmodernism of resistance.”51 Such work was both
underpinned and understood through post-structural theory, which described
society in terms of organisational structure. These theories included Bruno
Latour’s ‘actor-network theory,’52 which described society in terms of networks,
and Gilles Deleuze and Félix Guattari’s ‘assemblage theory,’53 which emphasised
the dynamic and relational nature of society. By the 1990s, a range of artists
inf luenced by the relational thinking of Nicolas Bourriaud and his text Relational
Aesthetics54 (discussed in Chapter 13) began to address the pervading information
and technological systems more directly through works of social engagement.
Thus, contemporary art engaged with many concepts, such as interaction, par-
ticipation, programming and networks, which would have been familiar to the
176 Paul Goodfellow
earlier generation of systems or Fluxus artists of the 1960s and have remained
central to the media artists of the 21st century.55 However, as they are performing
these concerns in analogue and analogously, they do not, as Bishop suggests, “really
confront the question of what it means to think, see, and filter affect through the
digital”56 If contemporary art’s response to our digital, networked and information
age is, as Bishop suggests, to return to “the analog, the archival, the obsolete and
predigital modes of communication,”57 how can it express the aesthetic and affec-
tive complexities of our contemporary digital- and systems-mediated condition?
If the primary failure of contemporary art is the lack of engagement with con-
temporary technology as either a tool or medium, then media art’s primary failure
is its lack of engagement with the discourses and institutions of contemporary art.
Of course, such an engagement is dialectical and requires contemporary art to be
open to new forms of media. This situation begs the question as to whether media
art will, in the long run, continue to operate as the technological avant-garde or
be absorbed into mainstream institutional art. If the tools of media art become
absorbed within the toolkit of the contemporary artist, the distinction between
the two fields will inevitably fade. Likewise, as media art engages with the con-
ceptual ideas of contemporary art, which largely operate independently of specific
technological substrates, and we can think of the relational aesthetics and relational
architecture, discussed in Chapter 13, then the distinctions will be further eroded.
If contemporary art can be defined as predominantly conceptual and the
channelling of ideas, then media art can be defined as predominantly techno-
logical and the channelling of data. Whereas contemporary art can be under-
stood as dealing with the expansion of the photographic image, media art can be
understood as dealing with the expansion of information systems. Thus, contem-
porary art can be characterised as looking backwards to measure contemporary
experience and images against history, whereas media art can be characterised
as looking forward and anticipating the future. On one level, the progressive
nature of media art is a strength, making it the natural heir to the first wave of
the avant-garde. However, the need to always be focused on the next technologi-
cal breakthrough makes it vulnerable to novelty, technological materialism 58 and
uncritical ahistorism. These vulnerabilities are explored through Guy Debord’s
concept of the ‘spectacle’ and Walter Benjamin’s concept of ‘aura.’
The danger of focussing on novelty and surface appearance was anticipated
in LeWitt’s comments earlier when he suggested that the uncritical employ-
ment of new materials can produce “gaudy baubles.” This warning aligns with
Debord’s concept of the ‘spectacle,’ which he articulated in the Society of the
Spectacle (1968).59 Debord’s spectacle refers to the alienation felt within capitalist
culture as it diverts us from an authentic lived experience. Debord suggested that
“everything that was directly lived has receded into representation.”60
Debord presciently anticipated the 21st century in which the circulation of
images on the Internet and social media increasingly decentres the need or, more
importantly, the desire for direct first-hand experience. Debord’s arguments
were refined and extended by Jean Baudrillard in Simulacra and Simulation (1983),
Live Visuals in Theory and Art 177
in which he observes that “we live in a world where there is more and more
information, and less and less meaning.”61 Baudrillard argued that the informa-
tional content of a message contained in a text, photograph or film is exhausted
through its over-circulation within society. This can be seen in the reduction
of a news event, for example, whereby the original commentary on the climate
crisis or late capitalism is diminished and distorted into an ironic meme.62
These criticisms can be applied to the content of media art as it contributes
to the over-circulation of images and has the same effect of using imagery and
ideas as mere surface and spectacle. However, one can counter this argument
by suggesting firstly that many media artists are fully aware of the spectacular
and recursive nature of visual culture. We can think of the work of The Light
Surgeons (and their project SuperEverything* as discussed in Chapters 12 and 17),
for example, whose work critiques or holds a mirror up to society to challenge
the psychologically destabilising nature of (social) media culture. One could also
argue that the very liveness of Live Visuals counteracts the passivity and disem-
bodied nature of social media images, as Live Visuals are temporal, spatial and
fundamentally a corporal experience.
The vitality of Live Visuals and media art leads to a persistent criticism of digitally
mediated art – its lack of ‘aura.’ This concept was developed by Walter Benjamin
across several essays in which he argues that reproducible art forms such as photog-
raphy and film lack the aura evident in earlier non-reproducible art, such as paint-
ing and sculpture. In the most famous essay, The Work of Art in the Age of Mechanical
Reproduction (1968),63 Benjamin defines the aura of traditional handmade art objects
as possessing a unique essence or presence which cannot be carried through into
mechanically reproduced copies, stating that “even the most perfect reproduction
of a work of art is lacking in one element: its presence in time and space, its unique
existence at the place where it happens to be.”64 He argues that the original aura-
infused artwork has its path through history traced in its surface, and this linearity
cannot be claimed for copies, as they are not the original physical object.
This challenge to media art can be considered from two perspectives: liveness
and technological materiality. Firstly, Benjamin made the distinction between
performances recorded in film and live performances on stage, and this can be
applied to Live Visuals, as the presence of the performer and audience generates
the aura.65 This holds true even for Live Visual performances that are generated
from algorithms, as the event is still contingent on the dialogical relationship
between the audience and algorithm or audience and machine. The ‘auratic’
nature or unique quality of digitally mediated events is dramatically illustrated
by the ‘listening parties’ of Kanye West. During these events, West plays pre-
recorded music, but creates a shared live experience with the audience. In Benja-
min’s terms, the pre-recorded music and visuals in themselves are ‘non-auratic,’
but they can be used in live ‘auratic’ events. This raises interesting questions
regarding the definition of the Live Visual as an artwork. Is the performance the
artwork, or the underlying essence, code or technologies the artwork? If the Live
Visuals are generated by an algorithm, does the original code exhibit aura and
178 Paul Goodfellow
FIGURE 7.2 Cory Arcangel, I Shot Andy Warhol, 2002. Handmade hacked Hogan’s Alley
cartridge, Nintendo Entertainment System video game system and light
gun. (Installation view: The New York/Liverpool Project, Liverpool
Biennial Independents, Liverpool, UK, September, 2004-November,
2004. Photo: Michael Connor. Used by permission.
Source: https://coryarcangel.com/things-i-made/2002-002-i-shot-andy-warhol
Live Visuals in Theory and Art 179
is this aura perceptible to the audience? This search for the essence or origins of
a digital work may explain, in part, the current fascination with non-fungible
tokens (NFTs) within art, as they demonstrate the potential to locate a digital
work in space, time and the marketplace.
Secondly, media art and, in particular, Live Visuals can be considered in rela-
tion to the technologies which support their production and performance. In
Reinventing the Medium (1999),66 Krauss develops an idea originally articulated by
Benjamin that a technology in service to capitalism cannot be fully experienced
aesthetically, and only when it is side-lined by new, more efficient technology can
we consider older technologies as both objects and vehicles for art experiences. In
particular, Krauss discusses the use of outmoded slide projectors in the work of
James Coleman to suggest that such works allow the ‘auratic’ qualities of both the
technological support (the projector) and the processes of dissemination (projec-
tion) to be revealed. Krauss suggests that the work, freed from its functional role
as technology, can be employed by Coleman in a work focussed on a “paradoxical
collision between stillness and movement that the static slide provokes right at the
interstice of its changes.”67 A similar argument could be made for any number of
media artists who employ recently defunct or do-it-yourself (DIY) technologies
to highlight the aesthetic and affective experience of the digital condition. Cory
Arcangel, for example, has hacked old computer games to elicit their aesthetic
content. This can be seen in Arcangel’s work I Shot Andy Warhol (2002), in which
he hacks a Nintendo video game to reveal both the nostalgia for the medium and
nostalgia for the art historical reference of Andy Warhol (see Figure 7.2).
Thus, there are cultural, technological and philosophical reasons why media
art and Live Visuals, in particular, are being excluded from contemporary art
discourse, and this excluded state was the central focus of a contentious and
widely discussed article by Claire Bishop in Artforum: Digital Divide: Contempo-
rary Art And New Media (2012).68 Bishop’s article and the ensuing criticisms of
her arguments, which would include Shanken as noted earlier,69 help map out
the failure of contemporary art and media art to communicate both their areas
of commonality and their unique differences. However, there are some distinct
characteristics of contemporary art against which we must measure Live Visuals
if they are to be considered as art.
galleries and international art fairs and biennials, such as Biennale Arte (Venice)
and Documenta (Kassel), through which a complex and sophisticated cultural dis-
course has developed.
At the centre of this increasingly globalised activity is the contemporary art
object, which can be understood as post-conceptual in constitution. This term
is unpacked in great detail by Peter Osborne in Anywhere or Not at All: The
Philosophy of Contemporary Art (2013)72 and The Postconceptual Condition (2018).73
Osborne suggests that all contemporary art should be understood as ‘postcon-
ceptual,’ as it is by nature conceptual. Additionally, Osborne suggests that the
post-conceptual artwork is both ‘aesthetic’ and ‘radically distributed,’ and these
qualities are now brief ly discussed with reference to Live Visuals.74
Firstly, Osborne reiterates that contemporary art is post-conceptual, mean-
ing it is morphologically conceptual, being defined by its ideas and relation-
ships within the art system. This constitution will include the explicit distinction
between art and non-art objects. This strict definition would exclude much of
Live Visual art production, as it has not been created within the community of
contemporary art. This is not to say that Live Visuals could not be appropriated
to act as objects within post-conceptual art, but they would need to be activated
by art insiders to achieve this.
Secondly, post-conceptual art must have some form of materialisation in
order to exhibit an aesthetic dimension. Even though the conceptual dimension
of the work dominates, the post-conceptual art object must have experienceable
materialisation, which is located in space and time. Something exists, and we
can experience or feel it. Osborne describes this as the “ineliminable – but radi-
cally insufficient – aesthetic dimension” of the artwork and suggests this points
to a “failure” of the first wave of conceptual art in the late 1960s to produce
purely conceptual work devoid of aesthetic content.75 Osborne presents the term
“failure” bounded in quotation marks, as the project of complete aesthetic evis-
ceration was doomed to fail. This “failure” was understood, demonstrated and
subverted in the minimalist textual artworks of ‘Art & Language’ as they were
presented as aesthetic editioned prints and exhibited in galleries.76
In contrast, Live Visuals are invariably presented outside of the institutional
supports of the gallery system and therefore need to rely on the aesthetic dimen-
sion to attract attention. This is not to suggest that Live Visuals do not contain
conceptual content. Rather, Live Visuals in music, theatre or multimedia con-
texts must compete for attention with other audio-visual stimulation. They are
therefore not marked within culture as primarily conceptual objects, and this
dimension may be overlooked due to their spectacular nature and the context
of consumption. We can think of the spectacular visuals of a U2 or Coldplay
concert, which may contain important messages with regard to the climate cri-
sis, but the images are read as dressing for the music. In contrast, the concep-
tual content of the art installations of Ryoji Ikeda are foregrounded due to the
institutional context and the fact that the aesthetic or spectacle dimension of the
work is dialled down to reveal both the underlying processes and ideas. Osborne
Live Visuals in Theory and Art 181
FIGURE 7.3 Jason Rhoades, The Creation Myth (1998/2015). Installation view. BALTIC
Centre for Contemporary Art, Gateshead, UK, Friedrich Christian Flick
Collection, Berlin. Photo: Colin Davison© 2015 BALTIC Centre for
Contemporary Art. Used by permission.
Source: Local image.
182 Paul Goodfellow
For the first time, between the originating object and its reproduction
there intervenes only the instrumentality of a nonliving agent. For the first
time an image of the world is formed automatically, without the creative
intervention of man. The personality of the photographer enters into the
proceedings only in his selection of the object to be photographed and by
way of the purpose he has in mind.82
Bazin’s idea of the direct 1–2–1 relationship between the subject, the external
world and the ‘object-image’ is, however, challenged by the increasingly dis-
tributed nature of the photograph and the very act of taking a photograph. As
Osborne observed, the photograph is not a discrete object, but sits across a range
of material substrates, including the institutions and media which support its
employment within culture. Graham Harman, referencing Martin Heidegger,
Live Visuals in Theory and Art 183
This work is both a system and object, and this can be understood on several lev-
els. Firstly, the work simulates the behaviour of the starlings which act individu-
ally to create a system of movement. This behaviour in nature is upwardly causal
in the sense that the overall structure and patterns of the murmuration are built
from the ground up from the movements of the individual bird. Secondly, this
complex f low of movement is simulated using mesh-networked data, and this
can be understood as a system. Thirdly, the work has been presented in numer-
ous locations, and each time the configuration of the orbs has been different due
to conceptual, topographic and architectural differences. However, despite the
physical changes the work remains a coherent artwork or object. Finally, each
person who experiences the work will, on some level, complete the work in their
mind as their bodies move through the space. Each person will have a unique
experience of the work, but this will not, to use Harman’s terms, “exhaust” the
artwork of new meanings, as the full extent of the object is “withdrawn.”
Accepting that a photographic image or Live Visual event is simultaneously a
system of relations and a complex and mysterious object which has an indepen-
dent life from the artist or performer, we can consider its communicatory role
within culture. This will be approached in two ways. First, we can consider Live
Visuals as a system of signs and secondly as a system of communication.
In the past few years, the movement away from art objects has been pre-
cipitated by concerns with natural and man-made systems, processes,
ecological relationships, and the philosophical-linguistic involvement of
Conceptual Art. All of these interests deal with art which is transactional;
they deal with the underlying structures of communications or energy
exchanges instead of abstract appearances.99
to produce new strands of art, including minimalism, conceptual art, pop art
and systems art, and laid the foundations for contemporary art and media art.
Although contemporary art and media art share the same art roots, they have
evolved into two distinct fields of cultural activity with their own artists, insti-
tutions and audience. It was argued that Live Visuals as a form of media art has
been largely ignored by the debates and institutions of contemporary art, and
this should be understood as a dialectical failure – as media art has failed to fully
engage with the philosophical and linguistic concerns of contemporary art and
contemporary art has failed to fully engage with the technological and infor-
mational concerns of media art. A specific criticism raised by Claire Bishop is
contemporary art’s seeming inability to articulate our post-systems condition,
and this chapter has suggested ways in which Live Visuals not only “think, see,
and filter affect through the digital” but how this can be communicated within
the post-conceptual art framework.
Notes
1 Claude Lévi-Strauss, The Savage Mind (Chicago: University of Chicago Press, 1968), 17.
2 Clement Greenberg and John O’Brian, The Collected Essays and Criticism, Volume 1:
Perceptions and Judgments, 1939–1944, Art Criticism (Chicago: University of Chicago
Press, 1988), 23–37.
3 Clement Greenberg and John O’Brian, The Collected Essays and Criticism, Volume 4:
Modernism with a Vengeance, 1957–1969, Art Criticism (Chicago: University of Chicago
Press, 1995), 85–93.
4 Arthur C. Danto, After the End of Art: Contemporary Art and the Pale of History, A.W.
Mellon Lectures in the Fine Arts (Princeton, NJ: Princeton University Press, 1997), 7.
5 Sandford Schwartz, “Clement Greenberg: The Critic and His Artists,” The American
Scholar, 56(4), 1987, 537.
6 Hal Foster, Compulsive Beauty, An October Book (Cambridge, MA: MIT Press, 1995), xiv.
7 Peter Bürger, Theory of the Avant-Garde, Theory and History of Literature (Manchester:
Manchester University Press, 1984), xv.
8 Donald D. Egbert, “The Idea of Avant-Garde in Art and Politics,” Leonardo, 3(1), 1970,
76, https://doi.org/10.2307/1572057.
9 Hal Foster et al., Art since 1900: Modernism, Antimodernism, Postmodernism (London:
Thames and Hudson, 2016), 90–97.
10 Claire Bishop, Artificial Hells: Participatory Art and the Politics of Spectatorship (London/
New York: Verso, 2012), 42–49.
11 Hal Foster et al., Art since 1900: Modernism, Antimodernism, Postmodernism (London:
Thames and Hudson, 2016), 135.
12 Keith Aspley, Historical Dictionary of Surrealism, Historical Dictionaries of Literature and
the Arts (Lanham, MD: Scarecrow Press, 2010), 95.
13 Hal Foster et al., Art since 1900: Modernism, Antimodernism, Postmodernism (London:
Thames and Hudson, 2016), 127–129.
14 Dalia Judovitz, Unpacking Duchamp: Art in Transit (Berkeley: University of California
Press, 1998), 35.
15 Hal Foster et al., Art since 1900: Modernism, Antimodernism, Postmodernism (London:
Thames and Hudson, 2016), 190–195.
16 Boris Groys, In the Flow (Brooklyn: Verso Books, 2016), 153.
17 Boris Groys, In the Flow (Brooklyn: Verso Books, 2016), 153–154.
18 Hal Foster et al., Art since 1900: Modernism, Antimodernism, Postmodernism (London:
Thames and Hudson, 2016), 15–21.
190 Paul Goodfellow
19 Hal Foster et al., Art since 1900: Modernism, Antimodernism, Postmodernism (London:
Thames and Hudson, 2016), 194–195.
20 Sigmund Freud, David McLintock, and Hugh Haughton, The Uncanny, Penguin Clas-
sics (London: Penguin Adult, 2003).
21 Herschel B. Chipp, Theories of Modern Art: A Source Book by Artists and Critics, Revised
edition (Berkeley, CA: University of California Press, 1992), 341.
22 “A Look at the New Installation from J. Spaceman and Jonathan Glazer,” www.vice.com/
en/article/ezakdz/a-look-at-the-new-installation-from-j-spaceman-and-jonathan-
glazer (Accessed November 21, 2021).
23 Michael Betancourt, Structuring Time: Notes on Making Movies (Cabin John, MD: Wild-
side Press, 2004), 66.
24 Lev Manovich, The Language of New Media, Leonardo (Series) (Cambridge, MA: MIT
Press, 2001), 239–243.
25 Lev Manovich, The Language of New Media, Leonardo (Series) (Cambridge, MA: MIT
Press, 2001), 275–276.
26 Claire Bishop, Artificial Hells: Participatory Art and the Politics of Spectatorship (Brooklyn:
Verso, 2012), 42–66.
27 Claire Bishop, Artificial Hells: Participatory Art and the Politics of Spectatorship (Brooklyn:
Verso, 2012), 52.
28 Tor Egil Førland, “Cutting the Sixties Down to Size: Conceptualizing, Historiciz-
ing, Explaining,” Journal for the Study of Radicalism, 9(2), 2015, 125–148, https://doi.
org/10.14321/jstudradi.9.2.0125.
29 Marc Glimcher, Logical Conclusions: 40 Years of Rule-Based Art (New York City: Pace
Wildenstein, 2005), 6–13.
30 Lev Manovich, The Language of New Media, Leonardo (Series) (Cambridge, MA: MIT
Press, 2001), 305–306.
31 Donna De Salvo (ed.), Open Systems: Rethinking Art C.1970, 1st edition (London: Tate
Publishing, 2005), 53.
32 Anne Rorimer, New Art in the 60s and 70s: Redefining Reality, 1st edition (London:
Thames and Hudson Ltd, 2004), 18–19.
33 Hal Foster et al., Art since 1900: Modernism, Antimodernism, Postmodernism (London:
Thames and Hudson, 2016), 394–395.
34 David Hopkins, After Modern Art 1945–2000, Oxford History of Art (Oxford: Oxford
University Press, 2000), 210–211.
35 Katherine N. Hayles, How We Became Posthuman: Virtual Bodies in Cybernetics, Literature,
and Informatics, 74th edition (Chicago: University of Chicago Press, 1999).
36 Professor Fritjof Capra and Pier Luigi Luisi, The Systems View of Life: A Unifying Vision
(Cambridge: Cambridge University Press, 2014), 93.
37 Jack Burnham, Melissa Ragain, and Hans Haacke, Dissolve into Comprehension: Writings
and Interviews, 1964–2004 (Cambridge, MA: MIT Press, 2015), 117.
38 Richard Buckminster Fuller, Operating Manual for Spaceship Earth, edited by Jaime Sny-
der (Baden: Lars Muller Publishers, 2008).
39 Timothy Morton, Hyperobjects: Philosophy and Ecology after the End of the World (Min-
neapolis: University of Minnesota Press, 2013).
40 Erich Horl, General Ecology: The New Ecological Paradigm, edited by James Edward Bur-
ton (London: Bloomsbury Academic, 2017).
41 Gene Youngblood, Expanded Cinema (New York, NY: E. P. Dutton, 1970).
42 Gene Youngblood, Expanded Cinema (New York, NY: E. P. Dutton, 1970), 49.
43 Christiane Paul, A Companion to Digital Art (Hoboken, NJ: John Wiley & Sons, 2016),
463.
44 Christiane Paul, A Companion to Digital Art (Hoboken, NJ: John Wiley & Sons, 2016),
463–478.
45 Sol LeWitt, “Paragraphs on Conceptual Art,” Artforum, Summer 1967, www.artforum.
com/print/196706/paragraphs-on-conceptual-art-36719.
Live Visuals in Theory and Art 191
73 Peter Osborne, The Postconceptual Condition: Critical Essays (Brooklyn: Verso, 2018).
74 Peter Osborne, Anywhere or Not at All: Philosophy of Contemporary Art, 1 edition (Brook-
lyn: Verso, 2013), 48.
75 Peter Osborne, Anywhere or Not at All: Philosophy of Contemporary Art, 1 edition (Brook-
lyn: Verso, 2013), 48–49.
76 Charles Harrison, Essays on Art and Language, 2nd Revised edition (Cambridge, MA:
MIT Press, 2002).
77 Peter Osborne, Anywhere or Not at All: Philosophy of Contemporary Art, 1 edition (Brook-
lyn: Verso, 2013), 46–49.
78 Peter Osborne, Anywhere or Not at All: Philosophy of Contemporary Art, 1 edition (Brook-
lyn: Verso, 2013), 46–49.
79 Francis Halsall, Systems of Art: Art, History and Systems Theory, 1st New edition (Bern;
Oxford: Verlag Peter Lang, 2008), 146–151.
80 Peter Osborne, Anywhere or Not at All: Philosophy of Contemporary Art, 1 edition (Brook-
lyn: Verso, 2013), 120–125.
81 Peter Osborne, Anywhere or Not at All: Philosophy of Contemporary Art, 1 edition (Brook-
lyn: Verso, 2013), 123.
82 André Bazin and Hugh Gray, “The Ontology of the Photographic Image,” Film Quar-
terly, 13(4), 1960, 7, https://doi.org/10.2307/1210183.
83 Graham Harman, Art and Objects (Cambridge, UK: Wiley, 2019), 17–18, 32–33.
84 Graham Harman, The Quadruple Object, Reprint edition (Winchester, UK: Zero Books,
2011).
85 Graham Harman, The Quadruple Object, Reprint edition (Winchester, UK: Zero Books,
2011), 7–19.
86 Graham Harman, Immaterialism: Objects and Social Theory (Malden, MA: Polity Press,
2016), 7.
87 Graham Harman, Immaterialism: Objects and Social Theory (Malden, MA: Polity Press,
2016).
88 Richard Grusin (ed.), The Nonhuman Turn (Minneapolis: University of Minnesota Press,
2015), 228.
89 Murmuration – Squidsoup.Org, www.squidsoup.org/portfolio/murmuration-2/ (Accessed
November 21, 2021).
90 Paul Goodfellow, “Reframing the Horizon within the Algorithmic Landscape of
Northern Britain,” Arts, 8(3), 2019, https://doi.org/10.3390/arts8030114.
91 J.D. Johansen and S.E. Larsen, Signs in Use: An Introduction to Semiotics (London:
Taylor & Francis, 2005).
92 Braxton Soderman, “The Index and the Algorithm,” Differences, 18(1), May 1, 2007,
153–186, https://doi.org/10.1215/10407391-2006-026.
93 Braxton Soderman, “The Index and the Algorithm,” Differences, 18(1), May 1, 2007,
156–157, https://doi.org/10.1215/10407391-2006-026.
94 Braxton Soderman, “The Index and the Algorithm,” Differences, 18(1), May 1, 2007,
158, https://doi.org/10.1215/10407391-2006-026.
95 Laura U. Marks, “How Electrons Remember,” MFJ, 34, 1999, 73, www.mfj-online.
org/journalPages/MFJ34/LMarks.html (Accessed November 20, 2021).
96 Janne Seppänen, “Unruly Representation: Materiality, Indexicality and Agency of the
Photographic Trace,” Photographies, 10(1), January 2, 2017, 113–128, https://doi.org/1
0.1080/17540763.2016.1258658.
97 Braxton Soderman, “The Index and the Algorithm,” Differences, 18(1), May 1, 2007,
164, https://doi.org/10.1215/10407391-2006-026.
98 Ingrid Hoelzl and Remi Marie, Softimage: Towards a New Theory of the Digital Image
(Bristol: Intellect, 2015), 54.
99 Charlie Gere, Art, Time and Technology, English edition (Oxford and New York: Berg
Publishers, 2006), 131.
Live Visuals in Theory and Art 193
100 Claire Bishop, “Digital Divide: Contemporary Art and New Media,” Artforum, Septem-
ber 2012, www.artforum.com/print/201207/digital-divide-contemporary-art-and-
new-media-31944.
101 Iain McGilchrist, The Master and His Emissary: The Divided Brain and the Making of the
Western World (New Haven, CT: Yale University Press, 2019).
102 Brian Massumi, Stanely Fish, and Fredric Jameson, Parables for the Virtual: Movement,
Affect, Sensation, Post-Contemporary Interventions (Durham, NC: Duke University
Press, 2002), 60–61.
103 Iain McGilchrist, The Master and His Emissary: The Divided Brain and the Making of the
Western World (New Haven: Yale University Press, 2019), 42.
104 Franklin Ginn, “When Horses Won’t Eat: Apocalypse and the Anthropocene,” Annals
of the Association of American Geographers, 105(2), March 4, 2015, 359, https://doi.org/
10.1080/00045608.2014.988100.
105 Timothy Morton, Ecological Thought, Reprint edition (Cambridge, MA and London:
Harvard University Press, 2012), 56.
8
LIVE VISUALS
Technology and Aesthetics
Léon McCarthy
Introduction
Live Visual performers rely on technologically enabled workf lows to realise their
art to such a degree that technology is as much their medium as light. This is
evident throughout Live Visuals practice: from the pre-production of motion
graphics to the design of control interfaces through to the selection of media-
diffusion systems. As Part I of this book has already shown, trends in aesthetics
tend to change from decade to decade: what this chapter will argue is that aesthet-
ics tend to converge into trends when a critical mass of artists appropriate tech-
nologies in similar ways. As a result, within Live Visual performance practice,
aesthetics are profoundly coupled to technological processes and inventions.
The term ‘live’ in Live Visual performance emphasises that it is art created
for and in the presence of an audience: the rendering of the artwork happens in
real time as an ephemeral experience shared between performer and audience.
The level of spontaneity that a performer strives for will vary, but in all cases
the presence of the audience impacts on the performance that is realised. This
chapter will discuss how the aesthetics of Live Visuals are the function of three
components: artist, technology and audience.
What is of interest to this discussion is the interaction between the artist and the
technologies in use, so it is Gibson’s second type of ‘affordance’ that we can use
as a reference point.
The curiosity of the artist drives them to explore new tools in order to
realise their vision. What emerges as the work of art will have been shaped by
how they reacted to technical limitations as they strove to harness the potential
of a technology. The artwork is therefore a manifestation of the limitations
inherent in the interplay between the artist and their tools, i.e. the ‘affordance’
of their tools. When the artist returns to use the same tools again, their previ-
ous experience is remembered, and so as J. M. Culkin wrote when reviewing
Marshall McLuhan’s media theory: “we shape our tools and thereafter they
shape us.”2
In the mid-20th century by reappropriating old naval missile equipment, the
Whitney brothers were able to generate elaborate visual patterns based on math-
ematical formulae, and thus a new form of algorithmically generated visuals
was born. It was a ground-breaking process, one that foresaw the need for more
powerful computing tools.
It was not until the late 20th century that computers became readily available
to artists; early adopters looked to previous aesthetics that espoused the use of
such processes. In this way the Whitneys’ form of abstraction inf luenced early
exploration of the computer as a tool. Once software tools were created to sup-
port the design of such visuals, abstraction was refined into a style that to this day
underpins the ‘wallpaper’ aesthetic that many nightclub VJs celebrate (as detailed
in Chapter 12).
The mass uptake of a technology by artists tends to distil individual styles into
a trend. A common communicative code is established through which artists
can infer meaning to diverse audiences via a shared set of semiotic principles, so
that what began as a liminal practice (with Whitney) ultimately entered popular
culture. This also happened when video art inf luenced scratch video, which then
in turn inf luenced the style of music video broadcast to the mainstream via MTV
(see Chapter 4).
FIGURE 8.1 Coldcut performing at London Splice Festival (2017). Photo by Jean-
Paul Berthoin. Used by permission.
Source: See correspondence with images rights holder.
Live Visuals 197
Audience Participation
Compared to the participatory nature of much postmodern performance, in
which the audience is called upon to take an active role in shaping the emergent
artwork, the audience attending a contemporary VJ performance is given a less
active role; beyond voicing an opinion through shouting, dancing or booing, the
meta-narrative emerges according to the trajectory the performer has in mind.
This is no different from mainstream musical performance: pop musicians deliver
live shows to the backdrop of audience feedback that merely raises the level of
excitement, but rarely leads to any significant alteration in the artists’ delivery.
This does not have to be the case: audio-visual performers often use audience
reaction as a part of their live strategy, with audience engagement emerging
198 Léon McCarthy
FIGURE 8.2 Léon McCarthy, betav10 (2015), a second-screen live cinema performance.
Used by permission.
emerged, this shaped an audio-visual response that both framed and challenged
their thoughts as a multimedia manifestation of their words. Sometimes this
manifestation would magnify an opinion, while at other times its shock would
cause all commentary to cease. As the performance progressed, the audience
became familiar with the relationship between their comments and my reac-
tions, and therefore a game of cat-and-mouse ensued.
Technology facilitates the emergence of even more liminal aesthetics, chal-
lenging in terms of the labels one can use to describe their nature. Tyler Freeman
developed an interactive second-screen–based scenario called Layer Synthesis
Device for large-scale public events.14 Freeman installed several screens across
the event site so that if those nearby to a screen used his website on their phones,
they obtained control over the on-screen visuals. Individuals may have first
found themselves alone with the screen’s canvas all to themselves, but when
more people joined, it became a game of creative participation and competition.
Freeman played no part in the realisation of each individual experience, yet his
software enabled their experiences; the role of the performer was handed over to
the participants, and so the performer–audience relationship fused.
setup, there was a tendency to locate scratch video performers and their equip-
ment out of sight. Being relegated to the off-stage area occupied by sound and
lighting engineers, there was a tendency for them to be considered technicians
rather than performers.
It was a technical development in the world of DJing that gave scratch video
performers an opportunity to take centre stage. Towards the end of the 1990s,
CDJs became an alternative to the vinyl deck as the instrument of choice for DJs.
The premise of a device that could facilitate the mixing and scratching of CDs
inf luenced Pioneer to develop a similar device to manipulate DVDs – the DVJ.
The direct control the DVJ offered was (in terms of gesture) easy for the audi-
ence to follow, and so a sense of spectacle developed around DVJ performance.
With DJs and VJs performing in similar ways, closer collaboration was possible,
and new aesthetics emerged in scratch culture: an example being the music video
mash-up style honed by Eclectic Method.
Around the same time that DVJs emerged, computing technology had devel-
oped to the level that laptops (loaded with VJ software) could manipulate graph-
ics and short video clips. Armed with a vision mixer and two laptops, a VJ could
attempt to emulate the ‘scratch’ performance style associated with DVJ decks.
However, this was a poor substitute as it lacked the spectacle of groups such as
Eclectic Method: laptop VJs were more suited to a different context – that of the
nightclub.
Toward the end of the 20th century rave culture was moving into the main-
stream, with city-based nightclubs the venue of choice. DJs lack the stage pres-
ence that musicians bring, so many nightclubs feature no stage at all. Instead,
there was an effort to embellish the experience with visuals, so projections
became an integral part of the rave aesthetic. Laptop-based VJs, with their muted
performance style and agile setup, were better suited to the context of the night-
club than scratch video performers.
Initially, the laptop VJ’s method of control was the mouse: an interface was
needed to give them more control and tactile feedback. The early 2000s saw the
development of hardware on top of the Musical Instrument Digital Interface
(MIDI) protocol: devices containing pots, knobs and keys that transmitted MIDI
information to the laptop’s software.15 By mapping the MIDI device’s elements
to software-based parameters, the performer could rely less on the mouse/screen
interface and more on the tactile controls in front of them.
As both DJs and VJs took to using MIDI controllers, the potential for expres-
sion through gesture returned, with some performers moving beyond the con-
fines of the nightclub to galleries, venues and festival stages. The DJ’s exaggerated
posturing became the norm during such performances, as it was a way of signal-
ling to the audience that they were manipulating the mix. In a similar effort to
make the connection between gesture and visuals as clear as possible, VJs tended
to change only the most obvious visual attributes such as scale and colour.
Recently, body-worn sensors are being used as a remote-control interface
between performers and computers: dancers have their movements mapped
202 Léon McCarthy
to the diffusion of spatial sound and the placement of the rendered visuals, an
approach used in multimedia performances by groups such as Cirque du Soleil.
Such endeavours require bespoke software and interfaces, so artists often work
alongside programmers; such was the case with the dance-controlled piece enti-
tled Virtual VJ: a collaboration between two co-editors of this volume, Steve
Gibson and Stefan Arisona.16
Diffusion Technologies
Wagner proposed the idea of a ‘total work of art,’ or Gesamtkunstwerk, a perfor-
mance in which the artist would express a unified vision across all media. In
19th century Germany, the media available to Wagner were dramaturgy, music
and set design. In the early 20th century, light-projection technology ushered in
the era of the ‘silent movie.’ Such cinematic technology then facilitated experi-
mentation with light projection at the Bauhaus, where the idea of the Gesamt-
kunstwerk inf luenced both theory and practice. Under the leadership of Walter
Gropius, there was an effort to unify intent across art forms, creating a stronger
aesthetic experience for the receiver of the artwork. The vision of L. Moholy-
Nagy sums up the intent of those practicing at the Bauhaus:
stage set construction within which Tobin’s performance booth was housed.
These cubes were illuminated with visuals animated in sync with Tobin’s perfor-
mance: a sensory assault recalling Wagner’s vision of a Gesamtkunstwerk.
Contemporary Developments
How will the next wave of technology impact on the aesthetics of Live Visual
practice? What will the next wave of Live Visuals artists perceive as the potential
in their contemporary technologies? Some of the technologies that are currently
shaping the commercial world may soon have an impact on the aesthetic of Live
Visuals.
Data visualisation is a technique used to reveal trends in information mined
from data. While the world of commerce tends to use data visualisation to gain
insights, artists could explore the information that underpins our digital world
through forms of visual narrative. An urge on the part of contemporary visual
artists to comment on the nature of our media-saturated society may drive them
to then consider data visualisation as part of the Live Visual aesthetic. An exam-
ple of what might emerge can be seen in Small Global: a series of installations
and performances by D-Fuse that visualised data (albeit off line information) on
global economic activity.
The broad take-up of social media, exemplified by platforms like Facebook
and Instagram, has come to impact not only on the way we order our lives but
also on artistic concerns. Just as television inf luenced the concerns of Fluxus art-
ists and the World Wide Web inf luenced the emergence of net.art, we now see
artists ref lecting on the nature of social media as a mainstream paradigm. While
artists initially explored the rich stories that could be visualised about people and
their connections to each other, that early fascination has moved onto a concern
with the insidious nature of social media, as apparent in the popular Netf lix
series Black Mirror. In terms of audio-visual performance, a critique may emerge
either through the content performers produce, the meta-narratives they sug-
gest or the reappropriation of social networks as devices supporting performance
itself.
Social networks facilitate the establishment of specific virtual communities:
this can bring benefits to members but leaves them open to new forms of propa-
ganda (advertising, political or otherwise). Artists can claim some of this terri-
tory and communicate with specific cohorts through social media and network
technologies. As mentioned earlier, Richie Hawtin has used Twitter to deliver
enriched content to the audience’s phones through second-screening. This is an
activity relatively new to both the commercial and art worlds, but as more artists
explore the potential of the second screen, we can expect to see it impact the
Live Visual aesthetic. Perhaps the second screen could facilitate subsets within
an audience to collaborate in how they consume, suggest and use such enriched
content. A richer form of social interaction could emerge, one mixing the physi-
cal, the tactile and the virtual.
Live Visuals 205
which, when seen on the main screen, displays both his code and the visuals
being rendered in real time. As with sound generated through live coding, high
fidelity and temporal development of structure are (necessarily) sacrificed for
the extreme ‘liveness’ that both performer and audience perceive. While art-
ists such as Lawson develop their own programming platform, there are now
fully f ledged live-coding platforms (such as Cyril), and as more emerge a larger
community will develop. The aesthetic of live coding may yet impact on audio-
visual aesthetics at large.
What Next?
To conclude, let us return to the aesthetics of Live Visual practice; there has
been the ‘post-conceptual’ wallpaper movement, and now the ‘pseudo-modern’
in which the intent of the artist shapes the framework upon which both they
and the audience interact to realise an aesthetic. This juncture has come about
through the interaction of artists with new technologies, and we can expect
technologies to further embolden artists as they seek alternative connections
with the audience. Artists may choose to collaborate with the audience, as it is
by enabling the audience that the performer can encourage them to interrogate
meta-narrative on their terms.
What will the next aesthetic forms be? Will narrative come to dominate: an
aesthetic direction already apparent in the emerging practice of live cinema?
Will it be a concern for spontaneity, be that via collaboration, virtual networks
or media bots? Will it be a grappling with the control interface: the perennial
challenge to any artist that has come to rely on the evolving MIDI interface?
Whatever is to come, it will emerge from a critical mass of artists reappropriating
alternative technologies in similar ways. As is outlined in Chapter 13, augmented
reality (AR) and virtual reality (VR) are all finding their place in the workf lows
of cutting-edge Live Visuals artists. The Live Visual aesthetic of the future is
sure to be mediated by the technologies used by the next wave of Live Visual
performers.
Notes
1 James J. Gibson, The Ecological Approach to Visual Perception (New York: Psychology
Press, 2013).
2 John M. Culkin, “A Schoolman’s Guide to Marshall McLuhan,” Saturday Review, March
18, 1967, 51–53.
3 Nam June Paik and Charlotte Moorman, TV Cello (New York, 1971).
4 Matt Black, VJAMM (Cambridge: Camart, 1997).
5 Sergei Eisenstein and Jay Leyda, The Film Sense (London: Faber and Faber, 1986).
6 Marcel Duchamp, The Creative Act (Houston, TX: Convention of the American Fed-
eration of Arts, 1957).
7 Umberto Eco, A Theory of Semiotics (Bloomington: Indiana University Press, 1978).
8 Roland Barthes, “The Death of the Author,” in Image Music Text (London: Fontana
Press, 1993).
Live Visuals 207
Introduction
The evolution of live visual performance has paralleled the evolution of live
electronic music. Artists worked directly with physical materials in the 1960s:
magnetic tape for audio and coloured gels and oils in psychedelic light shows.
The 1980s brought a focus on devices, with musicians performing on hard-
ware synthesizers, while early VJs worked with videocassette decks and analogue
video synthesizers (as described in Chapters 3 and 4). The laptop then became a
prominent element in both electronic music and live visual performances from
the 1990s onward. This stripped away the material specificities and instrumental
affordances to performing both music and visuals on a general-purpose device.
While the generic nature of the computer took away idiomaticity, a common
platform uniting sonic and visual media has created opportunities for tighter
coupling between the ocular and the aural. Without device or material speci-
ficities, the interface has become the determining factor in the affordances of a
computer-based audio-visual performance system.
A common criticism of computer music performances is the lack of visual
feedback for audiences. This situation has led audiences to view the laptop’s
use as a musical instrument “a violation of the codes of musical performance”1
due to a feeling of a lack of authenticity. This has created “a rift between the
performer and the audience.” 2 A strategy to compensate for this rift has been
the use of Live Visuals in electronic music performances. 3 This can be classi-
fied as audio-visual (AV) performance, a practice exploring “an interconnec-
tion between sound and image, which sometimes becomes apparent and at
other times remains intuitive.”4 AV performance can help solve the issue of the
lack of visual feedback in electronic music performance or can be thought of
as a holistic total artwork (Gesamtkunstwerk) unifying multiple media. Creat-
ing successful interfaces consists not just of considering the constituent media
DOI: 10.4324/9781003282396-12
AVUIs 209
but also of the intended mode of performance and the needs of the per-
former or user.
We identify three broad types of user interface connecting sight and sound
in a performance system: 1) live coding, where the command-line interface is
shown to an audience; 2) tangible interfaces, where physical objects are used as
the interface and often augmented with visualisation; and 3) Audio-Visual User
Interfaces (AVUIs) that extend the concept of the graphical user interface (GUI)
into creative applications. We developed the concept and practice of AVUIs as a
functional way to create tighter coupling between music and visual, with neither
being subservient to the other in terms of performance. The systematic pairing
of media through a performative interface made the coupling operational, and
in this way took the association of visual and sonic media beyond visualisa-
tion or sonification, opening up a potential for ease of use and access.5 Here,
we will assess strengths and weaknesses of AVUIs compared to other interface
approaches, identify successful methods for designing AVUIs and suggest a user-
centric design process that engages with performers.
We will start by presenting background on the three categories of interface
approaches identified. We then focus on the last one and present our project,
Enabling AVUIs,6 first in terms of design and then in an audience evaluation.
From these, we draw conclusions to map the territory of AVUIs, in dialogue
with related concepts, and discuss best practices for AVUIs, including fostering
audience understanding.
Background
Artists have used a variety of approaches for real-time audio-visual art in elec-
tronic music performances. Ribas7 has created a taxonomy that classifies these
different systems, taking into account the interactive aspect:
FIGURE 9.1 Slub performing live at the Roebuck pub in London. 2009. Photo by
Philippa. Licensed under the Creative Commons Attribution-ShareAlike
2.0 Generic license.
Source: https://commons.wikimedia.org/wiki/File:Slub_live_Roebuck.jpg
AVUIs 211
type of CLIs. Live coding in music emerged from searching for new ways of
expression in computer music, outside of the “rigid interfaces of performance
software like Ableton Live or Reason.”10 Functional programming is considered
the most common paradigm in live coding.11 Live coding artists aim to “explore
the interfacing of the language itself as a novel performance tool, in stark contrast
to pretty but conventional user interfaces,” or in other words, to explore “the
act of programming as an expressive force for music closer to the potential of
the machine.”12 An early example is the work of Slub (Figure 9.1): “Slub often
project their laptop screens to give some impression of the processes in motion
that form the music. This allows the audience to see the live quality of the code
as well as hear it.”13
Concerns with the perception of code by audiences have been an important
driver in the aspect of visualising live code. There is a risk that “audience members
may feel distracted, or perhaps even excluded by the projection of code written
in language they do not necessarily understand.”14 In their article “Visualisation
of Live Code” McLean et al. report on a number of works exploring “ways of
visualising code development that allows non-programmers to enhance their
enjoyment and understanding of a live coded piece.”15 Magnusson also presents
examples of visualised live coding works as “graphical representation of algo-
rithmic music scores.”16 Purcell et al. evaluated the contributions to the audience
experience of visualisations of two live coding music systems, with emphasis on
system provides physical form to the digital parameters of a synthesizer and also
visual feedback about the synthesis process. According to Patten et al., the pair-
ing of physical input and graphical output “can yield a musical interface that has
great f lexibility and expressive control.”30 Its creators focused on the “legibility”
of the interaction, that is: “onlookers should be able to understand how users
were interactive with the system.”31
Reactable follows a similar approach to Audiopad of a tabletop tangible inter-
face composed of physical objects and corresponding visual augmentations.
According to Patten et al., “perhaps the most important difference between
the Reactable and the Audiopad is that the Reactable uses modular synthesis,
while the Audiopad uses loop-based synthesis.”32 This leads to different chal-
lenges for the interface designer and the performer. Reactable has different
levels of dynamic visual feedback: “auras around the physical objects bring
information about their behaviour, their parameters values and configuration
states, while the lines that draw the connections between the objects, convey
the real waveforms of the sound f low.”33 The visualisation of the sound f low
is an important aspect of Reactable due to its modular nature. In terms of
the visual feedback, some of the guiding principles were: “avoid any type of
textual or numerical information, while banishing at the same time any dec-
orative display”34 (Figure 9.3). In other words, graphics should be simple, rel-
evant and informational. In performances, the manipulation of the Reactable
FIGURE 9.3 The Reactable. Photo by Daniel Williams. 2007. Licensed under the
Creative Commons Attribution-Share Alike 2.0 Generic license.
Source: https://commons.wikimedia.org/wiki/File:Reactable_Multitouch.jpg
214 Nuno N. Correia and Atau Tanaka
has often been displayed to the audience by projecting the video feed of an
overhead camera.
Soft Revolvers by Myriam Bleau consists of acrylic spinning tops with light-
emitting diode (LED) lights, each mapped to sound. Each spinning top “controls
musical algorithms in Pure Data through their internally built gyroscope and
accelerometers.”35 The LED lights are synced to the sound being mapped to, and
manipulated by, each individual top. A camera captures Bleau’s performance,
and the live video is projected behind the artist, giving the audience a closer
look at the lighted spinning tops. The design of the tops was “intentionally built
to enhance audience experience with the music and performance aesthetics.”36
According to Bleau:
Toward AVUIs
From the previous approaches, different requirements for interfaces for AV per-
formance emerge. Managing the ambition of the project’s complexity to match
the technical limitations of the hardware/software environment creates a more
cohesive, ‘instrumental’ result. Carrying on the musical instrument metaphor,
enabling physical affordances in the interaction makes for a compelling perfor-
mance. Combining and recombining elements of the system in a modular way
enables a number of different works to emerge from an instrument, with per-
haps each piece exploring or highlighting different qualities or components of
the system. The legibility of performance can be aided by exposing, or making
visible, parts of the system, the compositional and performative processes. This
helps demystify what for the audience might be an incomprehensibly complex
series of relations between performer action, sound and visual output. Creating
this legibility of system and performance result in, we argue, a more expressive
instrumental system.
We propose the following qualities of a more legible and expressive AV
system:
Some of these requirements are more centred on the performer (1–3), while oth-
ers are more audience-oriented (4–6). Expressiveness of interfaces (7) relates to
both performer and audience. Explicitly or implicitly, a common concern is to
bridge an identified divide between electronic AV practitioners and their audi-
ences. This list is not meant to be met entirely by a single approach, but to inform
the discussion around interfaces for performance. Due to the diverse origin of
these requirements, it will be nearly impossible to meet all with a single interface
type. For example, physicality of interfaces can be challenging to implement
with live coding. Therefore, thinking about context of use and about the user,
whether they be musician or visual artist, performer or audience, is primordial.
This creates the need for design methods that focus on the user.
There have been alternative approaches to live coding and tangible interfaces
that followed the requirements noted earlier, with less emphasis on code and on
physicality of interfaces. In live coding, there is an identified risk of distraction
or feeling of exclusion by the audience due to a lack of understanding of the
code45 – which many live coding artists have aimed to address. Tangible inter-
faces afford the immediacy of physicality but are not always viable or scalable in
some scenarios, such as audience participation or online performance. Specialised
tangible interfaces are not universally available, which “is not a minor feature
when considering the design of popular and ‘democratic’ new music interfaces.”46
Therefore, we can introduce a new criterium to the aforementioned list, that of:
8 Democratic interfaces47
Precursors of AVUIs
We begin by presenting related works that prefigure the AVUI concept: FMOL
and the work of ixi software. Another precursor, the work of Correia on Inter-
active Audio-Visual Objects (IAVOs), will be presented in the following sec-
tion. FMOL is an earlier project of Reactable’s Jordà, developed in 1997 as “an
Internet-based music composition system that could allow cybercomposers to
participate in the creation of the music for (. . .) F@ust 3.0,”49 a show by Catalan
theatre group La Fura dels Baus. In its default “rest” setting, FMOL looks like
a 6 × 6 grid. Each of the six vertical lines is associated with one sound genera-
tor (synthesis engine or sample players), while the horizontal lines are associ-
ated with processors (filters, reverbs, etc.). These lines function “both as input
devices (controllers) that can be picked and dragged with the mouse, and as
output devices that give dynamic visual and ‘sonic’ feedback.”50 The motivation
216 Nuno N. Correia and Atau Tanaka
for the project was “to construct an abstract visualisation so tightly related to the
synthesis engine architecture, that almost every feature of the synthesizer would
be ref lected in a symbolic, dynamic and non-technical way in the interface.”51
FMOL later inspired the development of Reactable, mentioned earlier.
In the early 2000s, the collective ixi software (ixi) developed screen-based
instruments aiming to “represent sound or sound processing with graphical
objects placed in a two-dimensional space on the Screen.”52 With these screen-
based instruments, ixi aimed to “bridge the gap between physical instruments
and controllers and the abstract programming environments which people use
in their work.”53 An example is SpinDrum, an instrument consisting of rotat-
ing wheels, triggering a sound file when they reach a certain position. The
size of the wheels represents the amplitude of associated sounds, while the
vertical and horizontal placement represent pitch and panning, respectively.
The user can manipulate speed of rotation and add, move or delete wheels.54
ixi also developed ixiQuarks “a graphical user interface (GUI) environment
of audio tools and instruments for live improvisation that allow for user inter-
action on both the GUI and the code level.”55 An example from ixiQuarks is
GrainBox, a “two-dimensional parameter space for granular synthesis,” where
“boxes with related parameters are connected with lines.”56 With these tools,
ixi aim to “represent musical patterns visually and create intuitive spontane-
ous instruments in forms of graphical user interfaces that allow for quick reac-
tions in a live situation,” something that software such as SuperCollider and
Pure Data lack.57
can only load vector graphics files as visual content, and there is a built-in physics
engine. Meta/Vis also relies on multitouch interaction but adds a configuration
panel. This panel adopts a data-f low paradigm, although substantially simplified.
Objects such as sound, visuals, control, generative and physics can be connected
and configured.
This process, combining bootlegging with reboot, generated ideas that we,
as designers, would not have conceived ourselves. Additionally, it enabled AV
performers, who have limited experience in interface development, to imag-
ine future systems. When discussing their needs and desires, this confirmed the
requirements set out in the previous stage. This reinforces the pertinence of our
UCD approach.
FIGURE 9.5 Images from the 10 projects resulting from the hackathons, presented at
performances and evaluated by audiences. Left to right, top row: ABP,
Esoterion Universe, GS.AVI, Modulant, Butterfly; bottom row: Cantor
Dust, EUG, OnTheTap, residUUm, Wat.
AVUIs 223
for each project. Each pair consisted of a 5-point Likert scale and an open-ended
question. Two of the pairs asked concerned variety/diversity of audio and visual
content and relatedness between both modalities:
1 Did you find that the audio-visuals were varied and diverse?
Complete the sentence: The audio and visuals were . . .
2 Did you find that sounds and visuals were well related?
Complete the sentence: The relationship between sounds and visuals was . . .
3 Did you find the connection between the performer’s actions and the audio-
visual result understandable?
Complete the sentence: The performance was . . .
FIGURE 9.6 ofxAVUI zones example, with labels identifying different UI elements.
AVUI design92 and best practices for the design of AV systems leading to better
audience understanding in performances.93 We summarize those guidelines next.
AVUI Guidelines
The best practices identified allow us to propose the following design guidelines
for use by designers who wish to implement AVUIs. They may be useful for
designers who wish to use sound and image together in the interface, particularly
for AV performance. These guidelines are divided into three main topics:94
1 Maximizing AV Experience
a Develop AVUIs that can be implemented across multiple platforms and
interaction modalities
b Consider the potential of AVUIs for facilitating visualisation of interac-
tion when sharing/showing a screen
c Adopt an object-oriented approach, for a harmonious, coherent and
interrelated convergence of audio, image and UI
d Facilitate different types of display, allowing for different performer-
audience display configurations and hardware
2 Optimizing Interface Functionality and Aesthetics
a Use reconfigurable interfaces that allow users to remap elements of the
UI to different sonic features and visual properties
b Explore not simply one-to-one but also one-to-many mappings
between UI, audio and visual features
c Adopt a minimalist interface aesthetics that does not detract from the
visuals
d Reinforce interface clarity by ensuring visibility of all UI elements,
their state and parameter space
e Allow for hierarchical interfaces, with the possibility of a master con-
trol, and communication between modules
3 Media Strategies
a Allow for powerful manipulation of sound and image: different forms
of media generation and multiple audio and visual effects
b Make use of generative media due to its variety, f lexibility and economy
of resources
c Try different visualisation and sonification approaches, using informa-
tion retrieval techniques from audio and image
d Visualisation should ref lect not only audio but also the multiple interac-
tions afforded by the UI
e Leverage powerful media management features, such as networked con-
tent, and content sharing between applications
228 Nuno N. Correia and Atau Tanaka
FIGURE 9.7 Territory map of interfaces for AV performance, centred on AVUIs and
Enabling AVUIs prototypes.
Discussion
and work with more universal devices (e.g., WIMP, touchscreen devices) com-
pared to dedicated tangible interfaces. However, they have less direct access to
computational processes compared to live coding and do not have the physical
immediacy of TUIs.
FIGURE 9.8 Diagram with the roles of the two types of users (‘luthiers’ and ‘advisors’)
in the Enabling AVUIs UCD process.
and related fields outside of music and visual arts. It can put into a productive
dialogue the perspectives of tool builder and end user. It can facilitate more
widespread usefulness and adoption than simply relying on the idiosyncratic
input of the luthiers.
The lessons learned with applying UCD to the development of the AVUI
toolkit led us to propose adapting the traditional UCD cycle (Figure 9.4). We
added three stages we consider necessary in UCD to scale from prototype design
to toolkit design: specify toolkit requirements from prototype evaluations, pro-
duce toolkit design solution and evaluate toolkit design against requirements
(Figure 9.9). In a sense, the steps “specify requirements,” “produce design solu-
tion” and “evaluate design” are run twice: once for the prototype and mirrored
again for the toolkit (in a more abstracted and generalisable way). With these
amendments, we were able to reconcile the bottom-up ideas emerging from
the workshop activities with the top-down tech development thrust of the con-
solidation prototype. By proposing a methodological extension to user-centred
design that enables merging these otherwise opposing forces to converge, the
result is a design process that is sensitive to user needs and desires, all while
being completely operational in the dynamics and pressures of software product
development.
FIGURE 9.9 Adapted UCD processes for toolkit design (additions in bold).
Conclusion
AVUIs enable artists to create f lexible audio reactive interfaces for their perfor-
mances. They fulfil the identified key criteria of modularity, visibility, expres-
siveness and democracy in interfaces for performance. AVUIs lead not only to
more effective UIs for the performer’s practice (by aligning and integrating UIs
with the audio-visual content) but also to more transparent and legible perfor-
mances for the audience. Displaying AVUIs to an audience allows one to convey
the agency of the performer by showing the UI and the actions that are performed
with it in a way that is aesthetically harmonious with the audio-visual content.
This can assist in bridging the identified gap between the performer and audi-
ence in digital performances. With the Enabling AVUIs project, we proposed a
set of guidelines and best practices for implementing AVUIs. We also developed
and made available a toolkit, the ofxAVUI add-on, that facilitates the adoption
of AVUIs, using the popular creative coding environment openFrameworks.
With this article, we achieved our stated aims: we assessed the strengths and
weaknesses of AVUIs compared to other approaches, we identified successful
methods for designing AVUIs and we propose a user-centred design process with
performers. We first identified requirements for interfaces for AV performance
across the key interface approaches identified. We created a territory map of
AVUIs: taking interface types as a starting point, passing through the different
identified key interface approaches for AV performance and arriving at the dif-
ferent prototypes from the Enabling AVUI project, grouped around an existing
taxonomy of AV systems. These analyses allowed us to assess the strengths and
weaknesses of AVUIs compared to other interface approaches.
AVUIs 233
Acknowledgements
We would like to thank all who collaborated in this research: workshop and
hackathon participants, evaluators and interviewees and colleagues, and in par-
ticular Borut Kumperščak for programming assistance and Alessandro Altavilla
for documentation. This work was supported by the EU Marie Curie fellow-
ship FP7 REA grant 627922 and also partly by LARSyS (Project – UIDB/
50009/2020).
Notes
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27 James Patten, Ben Recht, and Hiroshi Ishii, “Audiopad: A Tag-Based Interface for
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York, NY, USA: ACM Press, 2017), 1–8, https://dl.acm.org/citation.cfm?id=3123555.
94 Nuno N. Correia and Atau Tanaka, “AVUI: Designing a Toolkit for Audiovi-
sual Interfaces,” in Proceedings of the 2017 CHI Conference on Human Factors in Com-
puting Systems, CHI ’17 (Denver, CO, USA: ACM, 2017), https://dl.acm.org/doi/
abs/10.1145/3025453.3026042.
95 Nuno N. Correia, Deborah Castro, and Atau Tanaka, “The Role of Live Visual in
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96 A. Tanaka, “Embodied Musical Interaction,” in S. Holland, T. Mudd, K. Wilkie-
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AVUIs 239
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ICLI (Brighton, 2016).
10
A PARAMETRIC MODEL FOR
AUDIO-VISUAL INSTRUMENT
DESIGN, COMPOSITION AND
PERFORMANCE
Adriana Sá and Atau Tanaka
Introduction
We may think of an audio-visual performance as a construction of experienced
time, which depends on multiple intertwining variables. While the performer
may compose and perform by thinking directly or indirectly about these vari-
ables, the audience will likely prefer to focus on the experience itself and not try
to glean insight on low-level details; however, creative compositional processes
can benefit from analysis and understanding how a work is perceived.
There are many ways of elaborating a performance: creating design specifica-
tions, scoring the sonic and visual materials, and planning the arrangement of the
physical space. Each of those activities requires its own process and method, and
some decisions are more subject to change than others, depending – or not – on
complementary aspects. As practitioners, we feel need for a unifying, comple-
mentary method which can be used to set out our general approach for those
different work stages at once, as well as in parallel.
We introduce the notion of the parametric visualisation model as a tool for
the compositional process. By systemising a set of variables (i.e. parameters in
a graphical way), a parametric visualisation model can reveal relationships and
interdependencies between those parameters. Instruments and performance situ-
ations can then be represented with a set of axes and analysed accordingly. As an
example, the model created by Birnbaum et al. reveals relations between interac-
tion, sound organisation, physical distribution in space and semantics of sound.1
Similarly, the framework created by Thor Magnusson reveals how digital music
devices condition interaction and sonic results,2 while the one created by Marko
Ciciliani reveals how an electronic music performance might draw the focus to
the performer or the environment.3
In this chapter we propose a parametric model that is useful in audio-visual
instrument design, composition and performance. We draw a separation between
DOI: 10.4324/9781003282396-13
A Parametric Model 241
those activities, but in practice that separation might not be so obvious: ulti-
mately, the iterative creation process must always consider the final, global expe-
rience. We take a perceptual approach in conceiving our model and intend it to
be applicable to the broad diversity of aesthetic options and technical platforms.
The model is modular: one can discard part of the parameters so as to analyse
any time-based work, including recorded audio pieces and films. On the one
hand, the model enables the separate analysis of performer-instrument interac-
tion, sound, image, audio-visual relationship and physical setup. On the other, it
enables the analysis of how the combination conducts the audience’s experience.
how, but extrapolating from creative practice, audio-visual theory and the sci-
ence of perception enables us to identify the variables that inf luence how the
audience’s experience can be driven through the sound, the image or the audio-
visual composite. Our model considers not only the audio-visual fit but also the
sonic and the visual dynamics.
Interaction – between media, between performer and material and between
performance and spectatorship – is fundamental in the exploration of perceptual
experience. Different artists address interaction through a wide range of strate-
gies and with very different creative motivations. Tod Machover and his team
at MIT Media Lab developed interfaces intended to compensate for “people’s
limitations”20; this also implies that the software prescribes which output results
are desirable and which are not. In contrast, Joel Ryan (who pioneered the digi-
tal signal processing of acoustic instruments) encourages us to make control as
difficult as possible, linking musical expression to effort.21 Indeed, one inter-
face might allow for unpredictability so as to convey the reciprocal interaction
between performer and instrument, whilst another interface prescribes the out-
come beforehand. Interaction design is thus determined by different creative
principles corresponding to different notions of expression. Our model should
include a distinguishing parameter applicable to any sonic, visual and audio-
visual system and instrument. We can quantify effort relative to the amount of
cognitive processing required in a given task. Effort might further ref lect in the
dynamics and the semantics of sound and image.
In the following sections we begin by presenting each parameter indepen-
dently. We illustrate their use by giving a range of artistic examples. We then
explain how their combination facilitates the analysis of expression, spatial pres-
ence and sensory dominance. Finally, we demonstrate how the model can be
used in creative practice and show its usefulness as a compositional tool.
Interaction Effort
One of our objectives is to facilitate the analysis of how interaction designs con-
vey expression, be it in the sonic, the visual or the audio-visual domain. The
term ‘design’ is here not constrained to the activity of designers; we purposefully
do not distinguish between idealising, crafting, composing and performing.
Birnbaum et al.22 and Magnusson 23 propose parametric models to analyse
interaction with digital music devices. Both their models include parameters
related to the performer’s control over the device and the prior system knowl-
edge required for interaction. Here, we summarise those variables into a single
parameter: the performer’s cognitive effort, that is their mental information pro-
cessing, conscious and unconscious.
In previous work on new musical instruments, we elaborated on how differ-
ent levels of effort convey different notions of musical expression.24 This under-
standing is equally applicable to the sonic, visual and audio-visual domains. As a
parameter, effort can be characterised as follows:
A Parametric Model 243
Little effort means one of two things: either the work does not depend
much on real-time interaction or the relationship between intention and
resulting output is linear and clearly perceivable.
Medium effort means that the performer needs particular skills to play the
instrument, but a sense of immediacy conveys f luency and timing and/or
technical configurations rule out undesired outcomes.
High effort implies particular skills and/or high cognitive demand; the
interaction with the system does not feel immediate and/or the system does
not rule out any outcomes.
In our parametric visualisation model, a single axis suffices to represent the real-
time interaction effort, motor and/or conceptual.
An example of ‘low interaction effort’ can be found in Phill Niblock’s Move-
ments of People Working, performed since 1973.25 These works show repetitive
movements of manual labour combined with massive drones of sound, rich in
harmonics and overtones. The images are created in advance, and Niblock’s
graphic scores for the sound have been interpreted by many musicians. His inter-
action with sound and image in performance is very sparse. A different example
of low effort can be found in Music for Solo Performer by Alvin Lucier (1965),26
where he uses a brain interface to activate multiple percussion instruments. The
interface was crafted so that the lesser the brain wave energy, the stronger the
actuation over the instruments. This work raises an interesting issue: the interac-
tion with an effortful interface can be effortless. Indeed, brain waves are hard to
control. But in an interview Lucier explains that he didn’t want to show mind
control, because he preferred the discovery of how his brainwaves sounded.27
To him, composition is about how to deploy the loudspeakers and what instru-
ments to use. For him, brain music performance was not about making an effort
to create certain brain activity, but rather to enter into a meditative state of
biofeedback.
‘Medium effort’ can be manifested in a range of behaviours over time, an
adaptation to unpredictable conditions, a monitoring of results in relation to a
reference source or an anticipation of changes in oneself or the environment. Jeff
Pressing coined the term ‘dynamic complexity’28 to describe this in music. We
can say that medium effort implies behavioural deviations and reactions to those
deviations.
A musical example of medium effort is in a performance by Joel Ryan (elec-
tronics) and Evan Parker (soprano saxophone).29 Ryan’s instrument is a digital
signal processing of the saxophone where processing parameters are performa-
tively manipulated. The two instruments are therefore in an interdependent rela-
tionship. The sounds of the saxophone and the electronics converge when their
loudness and tone are the same; then they cause attention to focus on subtle tonal
shifts, diverging progressively as one timbre emerges from the other, so as to
converge again. Each performer plays their instrument with its normal cognitive
load, but also must pay attention to the consequences that their play has on the
244 Adriana Sá and Atau Tanaka
FIGURE 10.1 Steina Vasulka playing her audio-visual instrument. From the STEIM
“Waisvisz archive.” Photographer unknown. Used by permission of
STEIM.
Source: https://screenfestival.no/post/75982085903/artist-talk-with-steina-vasulka
A Parametric Model 245
FIGURE 10.2 Martin Howse, Earth Voice, Media Mediums, 2014, Paris. Used by
permission.
Source: [email protected]
Continuity
Turning to the audience’s experience, one important concern is how the dynam-
ics of sound and image drive attention. Drawing from neuroscience and psy-
chology, we created a taxonomy of continuities and discontinuities related to
intensity and attention.33 We defined intensity as the psychophysical impact of
any change in the chain of stimuli causing an increase in neural activity. That
neural activity is a measure of attention, which means that we can quantify
intensity based on how attention works.
Attention is automatic when driven by salient events, such as the sudden
appearance or disappearance of a stimulus. Such events counteract biophysical
expectations, causing a great increase in neural activity; that increase is consistent
with primary survival instincts. Conversely, attention is under individual con-
trol when expectations are fulfilled; it evokes less neural activity, then, because
there are no significant changes in sensory information. It is important to note
that expectations depend greatly on the panorama – previous and simultane-
ous events, as well as the time length of experience. Meanwhile, the threshold
between deliberate and automatic attention can be fuzzy, as attention causes us to
optimise perceptual resolution so as to better process information related to the
attention target.34 As deliberate attention makes detail changes more intense, we
also become more susceptible to automatic attention.
246 Adriana Sá and Atau Tanaka
Our parametric visualisation model employs two axes to represent the sonic and
visual dynamics, as shown in Figure 10.8 later in this chapter; “SC” means steady
continuities, “PC” means progressive continuities, “AD” means ambivalent dis-
continuities and “RD” means radical discontinuities. Endogenous spans all the
dynamics. Other types of continuities and discontinuities can be illustrated with
paradigmatic examples.
A musical example of steady continuity is Elaine Radigue’s Triologie de la Mort
(1998),35 a three-hour drone piece where we hardly perceive any overtones;
the work relates strongly to Tibetan Buddhism. An audio-visual example is
La Monte Young and Marian Zazeela’s Dream House,36 an ongoing installation
(since 1962) that defines a vibratory space through the combination of continu-
ous sound and light frequencies, experimenting on how people are drawn to
inhabit it.
The notion of progressive continuity can be illustrated with any gradual
increase or decrease in loudness, tonality, brightness, colour, density, rhythm
or time length. An example can be found in Gary Hill’s film Black and White
Text (1980),37 which explores a relationship between geometric black and white
figures and human voice. As the work unfolds, the intervals between the words
and the visual shifts become progressively shorter, while sound layers accumulate
A Parametric Model 247
Audio-Visual Fit
The way perception prioritises sensory information is inf luenced by the dynam-
ics of sound and image, but the audio-visual relationship is equally important.
In audio-visual theory, Chion coined the term ‘added value’ to describe the
surplus of synchronisation.42 It is crucial not to misinterpret the term, because
the meaning of the audio-visual composite is not really added to the meanings of
the sound and the image. On the contrary, it tends to override those meanings.
In experimental psychology, Kubovy and Schutz showed that the aural discounts
the visual and the visual discounts the aural based on concepts of causation.43,44
They coined the term ‘ecological fit’ to describe how automatic interactions
between the senses are governed by those concepts.
248 Adriana Sá and Atau Tanaka
FIGURE 10.3 Ryoji Ikeda, superposition, 2012 performance. Kyoto Experiment, Kyoto
Art Theatre Shunjuza, Kyoto, 2013. Photo by: Kazuo Fukunaga.
Courtesy: Kyoto Experiment. © Ryoji Ikeda. Used by permission.
Source: Satori Kita <[email protected]>
The greater the ecological fit, the more we ignore any diverging sensory
information. We can explain this in terms of cognitive ‘efficiency.’ A high level
of fit leads to integrated perceptual encodings and representations, which require
less neural activity than separate ones.45 Drawing from the science of perception
and audio-visual theory, we investigated perceived audio-visual relationships46
and identified three levels of ecological fit:
• High fit means that the audio-visual relationship conveys conclusive infor-
mation about causes and effects. Our perceptual mechanisms prioritise
information that comply with those conclusions, producing integrated men-
tal representations. High fit is of low intensity, because it does not require
much cognitive processing.
• Medium fit means that one senses causation without understanding the
base cause and effect relationships. It is of medium intensity and requires a
medium level of cognitive processing. It conveys perceptual chunking, but
the process of audio-visual binding remains ambivalent: one can form inte-
grated as well as separated representations of the sounds and the images.
• Low fit means that the pairing of sound and image does not activate prior
memories of causation. Perceptual binding is weak, requiring perception to
create new chunks of memory, with a large amount of cognitive processing.
That means high intensity.
A Parametric Model 249
Our parametric visualisation model uses two axes to represent the extent to
which what we see fits with what we hear: one for the fit between sound and
image, and the other for the fit between physical gesture and system output.
‘High ecological fit’ can be illustrated with Norman McLaren’s abstract ani-
mation film Dots (1940),47 where sound and image are synchronised one-to-one.
The visual elements consist of dots, which McLaren painted directly onto clear
frames of film. The sounds were created in the same way, with dots painted
directly into the area on the filmstrip usually reserved for the soundtrack. Another
example is Noise Fields (1974),48 a fully synchronised video by Steina and Woody
Vasulka. Made with analogue video synthesis processors, this work visualises
and sonifies the energy of the electronic signal. Beyond the film and video art,
many systems and instruments were designed to emphasise the union of audition
and sight through one-to-one synchronisation. The Ocular Harpsichord created
by Louis Castel (1730) is an early example. It consisted of a harpsichord with
coloured glasses and curtains; when a key was struck, a corresponding curtain
would lift brief ly to show a f lash of corresponding colour.49 As a contemporary
example, 3D positional audio-effects used in video games are intended to create
a high audio-visual fit, and creative works such as Tarik Barri’s Versum50 explore
this as a means of composition.
From an earlier study, we coined the term ‘fungible mapping’ to describe
an audio-visual mapping exhibiting medium fit. It combines synchronised and
non-synchronised components, exhibiting complexity enough to be confusing.
In our study, participants were aware of a causal relationship and aware of not
distinguishing the base cause-and-effect relationships. As they could not segre-
gate converging and diverging information, their sense of causation extended to
the mapping as a whole. The study was greatly motivated by the development
of an audio-visual instrument,51 which combines an acoustic string instrument
and 3D software that operates based on the acoustic input (Figure 10.4).52,53,54
It clarified how the instrument could confound the cause-effect relationships
in spite of using a 3D engine – a technical platform intended to maximise the
audio-visual fit. It also enabled extrapolations into the physical setup: in perfor-
mance the relation between physical gesture and instrument output is sometimes
synchronised and at other times not. Additionally, two stereo audio pairs crossed
in space blur the relation between the visible sound emitters on the screen and
the corresponding sounds emitted through the loudspeakers.
Another example of ‘medium fit’ in our own creative work can be found in
the performances of Tanaka’s group, Sensors_Sonics_Sights.55,56 The trio uses
sensor-based digital musical instruments, capturing performer gesture to modu-
late 3D imagery and synthesised sound (Figure 10.5). Two members play sound
and one plays image, with the connection between the media taking place
through the traditional ensemble practice of synchronising by eye contact and
gesture. The audience senses a causal connection between the performers’ gestures
and the sonic and visual outputs. Nevertheless, the nature of the instruments
confounds the base cause-and-effect relationships. There is no technological
250 Adriana Sá and Atau Tanaka
FIGURE 10.4 Top: Performance by Adriana Sá and John Klima at Maga Festival/
Silos Contentor Criativo, Caldas da Rainha, 2018 (photo by Susana
Valadas, courtesy of Grémio Caldense). Bottom: studio setup of Sá’s
audio-visual instrument.
Source: [email protected]
connection between sound and image, but points of sensory unison convey per-
ceptual binding. As perception doesn’t segregate the elements that produce a
sense of causation from the elements that do not, the feeling of causation extends
to the audio-visual relationship as a whole. The practice of small ensemble cham-
ber music performance therefore is extended to audio-visual performance.
A Parametric Model 251
Another way of creating ‘medium fit’ can be found in many live coding
events, where textual programming onstage generates music and/or visuals as
it is written live in performance. The code is usually projected on a screen so
that people can see the process, but the cause-and-effect relationships are often
confounding. Alex McLean sometimes purposefully obscures his code to make
it more difficult to read, while still showing some of the activity of the edits.57 In
Thor Magnusson’s performances with the Threnoscope58 the digital cause-effect
relationships are exposed with a graphic notation system and real-time program-
ming code, yet even coders won’t fully understand the cause-effect relationships
because the code is relatively high-level and the system is complex.59 In other
words, medium fit is also compatible with consistent synchrony.
Laptop performances are often criticised for having a low fit between physical
gesture and system output. But in watching an audio-visual performance or a
film, we are driven to perceive – and imagine – connections between the sounds
and images, even when their fit is low and perceptual binding is weak. Often one
can extrapolate meanings from video images of one thing coupled with sounds
from something completely different, even if there is no synchrony.
• Integrated means that the image and the performer’s physical body form a
single visual scene, as happens when an image is projected upon a performer.
252 Adriana Sá and Atau Tanaka
• Separated means that the image is separated from the performer, who is
nevertheless visible. This type of arrangement can divide attention or deviate
attention from the performer.
• Hidden means that the performer is not visible. The audience does not see
their agency, but knowing what type of interface is being used can inf luence
how the work is perceived.
Our parametric visualisation uses three discrete points to represent these types
of arrangements.
The way the physical setup inf luences attention also depends on speaker
placement, lighting, audience distribution and physical architecture. All these
details count in the audience’s experience. However, in order to facilitate the
application of the parametric model, we do not parameterise each aspect inde-
pendently. Instead, our model includes two high-level parameters – ‘semantics’
and ‘performative arena’ – which provide cues about variables that the other
parameters do not address.
Semantics
Semantic organisation can be described with respect to causes and concepts, but
attention dynamics have intrinsic semantics as well: every experience has mean-
ing, including when we focus on perceptual motion itself.60,61 The mental rep-
resentation of the work as a whole can be considered an endogenous continuity.
The notion of endogenous continuity expands Jeff Pressing’s semantic charac-
terisation of sounds62 so as to embrace the visual and the audio-visual domains.
He distinguished ‘expressive,’ ‘informational’ and ‘environmental’ sounds, stress-
ing that these typologies normally overlap. Expressive sounds would include all
kinds of music and song. Examples of informational sounds would be speech,
alarms and sonified data. Examples of environmental sounds would include ani-
mal calls, wind sounds and the noises of machinery. We adapt these semantic
typologies as follows:
FIGURE 10.6 Chikashi Miyama performing Modulations in the Kubus, ZKM, 2016.
Photo: Chikashi Miyama. Used by permission.
Performative Arena
To complete our parametric model we need a final parameter: one that enables
us to summarise how the different semantic dimensions of a creative work inter-
twine so as to shape a performative arena. The performative arena corresponds to
how the work creates the potential space of presence. It can contract and expand,
inextricably related to attentional processes. Those processes might depend on
the characteristics of the sound, the image and the audio-visual relationship, on
the performer’s interaction with the system, the speakers’ placement, the spatial
relation between performer and visual projection, if any, the lighting, the physi-
cal architecture and the audience location. Individual predisposition might be
inf luential as well, but it does not depend on the work, and we do not intend to
parameterise experience itself. We rather consider verifiable variables and pro-
vide methods to interpret their relationships.
This final high-level parameter complements the other parameters, facilitat-
ing the disambiguation of certain aspects. It provides cues about elements that
have no direct representation, such as the placement of speakers and the lighting.
We distinguish three types of performative arena, which are not mutually
exclusive:
• Local arena means that the work conveys a focus upon the performer.
Expressive semantics are dominant.
• Distributed arena means that the work conveys a focus upon the environ-
ment. Environmental semantics are dominant.
• Extended arena means that the work conveys a subjective sense of presence
beyond the physical performance space. It requires perceptual cues, which
imply informational semantics.
Our parametric visualisation model uses three discrete points to represent these
three types of arenas.
The local arena relates to Ciciliani’s notion of ‘centripetal’ performance ten-
dencies, where the focus is upon the performer.68 An unequivocal example is
when a sound source is placed next to a musician. We can also revisit Sherwin’s
Man with Mirror,69 in which he integrates his physical image and its ref lection on
a mirror by using a light projector in a dark room, without any light ref lections
on the wall. The expressive scale of the work is reinforced with informational
load, as the interaction is clearly perceivable. Furthermore, a large visual pro-
jection can convey the local arena as well. It happens when the performer is
separated from the image and the image shows their interaction with the system.
A Parametric Model 257
FIGURE 10.8 Top: first section of the performance. Middle: second section of the
performance. Bottom: third section of the performance.
Source: Chapter authors.
A Parametric Model 261
silences of variable duration; the combination does not really form a pattern,
because the music maintains its organic, volatile qualities. While the EMG pro-
duces electronic sounds that are silenced in sudden manner, the zither is played
with pick and slider, activating pre-recorded urban sounds. The interaction with
the audio-visual instrument becomes slightly more effortful when the visual
projection comes in: the digital mappings rule out radical visual discontinui-
ties so as to avoid visual dominance, but the performer’s attention must spread
beyond the sonic construction, even if only occasionally to press a button. The
projected image is abstract, and its shape is much smaller than the screen. It
dislocates around and in between the performers, creating a wealth of progres-
sive continuities. The physical bodies are sometimes integrated, and other times
separated from that visual shape, forming a wealth of simple and simultaneously
complex visual effects. The audio-visual relationship remains fungible: there are
synchronised and non-synchronised audio-visual events, and the global com-
plexity circumvents the human tendency to prioritise causal percepts. Whilst the
sonic discontinuities strengthen the expressive dimension of work, the recogni-
sable street sounds strengthen the informational dimension in a way that extends
the performative arena beyond the physical performance space.
In the third section (Figure 10.8 bottom) the image increases in size, with
progressive continuity; it ends up covering the whole screen. The large-scale
projection over the performers becomes a reactive stage scene, and this new type
of integrated arrangement reinforces the environmental qualities of the work.
The semantics of the sonic construction are strongly environmental as well. The
zither is dribbled, activating sounds of nature, and these merge with electronic
continuities produced by the EMG. The soundscape is dense and rich in ambiva-
lent discontinuities. Attention is invited to focus on the wealth of sonic details,
while the multiple emissions interlace like a braid, emerging and submerging
from each other. The audio-visual relationship remains fungible, but overall,
there is a decrease in informational semantics because the sensorial complexity
makes the cause-and-effect relationships now definitely indistinguishable – the
audience should not even try to understand, just feel.
Conclusion
We have presented a parametric visualisation model as a means to represent in
abstract form audio-visual artworks. Each parameter has been described sepa-
rately and in their interdependent relationship with other parameters. Examples
from the history of audio-visual art have been used to illustrate the parameters.
Furthermore, we showed that the model provides an operational means to anal-
yse the relationship between sonic expression, sensory dominance and spatial
presence. That relationship is crucial in any audio-visual performance language,
regardless of its particular sphere of creative concerns.
Clearly, the model is very useful as an analytical tool, applicable to any tech-
nical platform, aesthetical approach and physical setup. By using this tool in
262 Adriana Sá and Atau Tanaka
analysis, we are able to discuss together a disparate series of works using a com-
mon framework.
The model has another useful function: it can work as a compositional tool. In
the final section of the chapter, we showed how it has been applied in planning a
new duo performance by the authors. The representation serves as a kind of score
for sections of the new work. It serves to create a common terminology to tie
together performance practice on two very different instruments – an electrified
zither and a muscle EMG instrument – and two distinct forms of output – digital
audio processing of acoustical signals connected to 3D computer graphics and
pure sound synthesis.
The model has been useful to set out an overall performance structure. It can
be further used to score the piece with more detail, leaving an open space for the
choice of sonic and visual materials, audio-visual mappings and individual tim-
ings; each parameter can summarise several aspects of the work, and one can also
use the model to analyse each aspect independently. This is particularly useful
because we desire to rely on a grounding structure and simultaneously believe in
real-time motivations for expression.
Beyond our creative work, the model is potentially useful to any audio-visual
practitioner. It can be used to analyse existing instruments, create new audio-
visual performances and develop new audio-visual systems.
Notes
1 David Birnbaum, Rebecca Fiebrink, Joseph Malloch, and Marcelo M. Wanderley,
“Towards a Dimension Space for Musical Devices,” in Proceedings of the International Con-
ference on New Interfaces for Musical Expression (Vancouver, BC, Canada, 2005).
2 Thor Magnusson, “An Epistemic Dimension Space for Musical Devices,” in Proceedings
of the Conference on New Interfaces for Musical Expression (Sydney, Australia, 2010).
3 Marko Ciciliani and Zenon Mojzysz, “Evaluating a Method for the Analysis of Perfor-
mance Practices in Electronic Music,” in Proceedings of the Second International Conference
for Live Interfaces (Porto, Portugal, 2015).
4 Salome Voegelin, Listening to Noise and Silence: Towards a Philosophy of Sound Art (New
York, London: Continuum, 2010).
5 Francisco López, official Web Site, “Against the Stage,” February 2004, www.
franciscolopez.net/stage.html (Accessed February 7, 2020).
6 John V. Draper, David B. Kaber, and John M. Usher, “Telepresence,” in Human Factors,
40(3), 1998, 354–375.
7 Thomas W. Schubert, “A New Conception of Spatial Presence: Once again, with Feel-
ing,” in Communication Theory, 19(2), 2009, 161–187.
8 Paul Dourish, Where the Action Is: The Foundations of Embodied Interaction (Cambridge,
MA: MIT Press, 2004).
9 Ana Sacau, Jari Laarni, and Tilo Hartmann, “Influence of Individual Factors on Pres-
ence,” in Computers in Human Behavior, 24(5), Elsevier Science Publishers B. V., 2008,
2255–2273.
10 Marko Ciciliani and Zenon Mojzysz, “Evaluating a Method for the Analysis of Perfor-
mance Practices in Electronic Music,” in Proceedings of the Second International Conference
for Live Interfaces (Porto, Portugal, 2015), ISBN 978–989–746–060–9.
11 Simon Emmerson, Living Electronic Music (Hampshire, UK: Ashgate Publishing Limited,
2007).
A Parametric Model 263
12 Simon Emmerson, Living Electronic Music (Hampshire, UK: Ashgate Publishing Limited,
2007).
13 Michel Chion, Audio-Vision: Sound on Screen, translated by C. Gorbman (New York:
Columbia University Press, 1994).
14 Merilyn Brakhage, “On Stan Brakhage and Visual Music,” Vantage Point, January 31,
2008, http://vantagepointmagazine.wordpress.com/2008/01/31/on-stan-brakhage-
and-visual-music.
15 Salomé Voegelin, Listening to Noise and Silence: Towards a Philosophy of Sound Art (New
York, London: Continuum, 2010).
16 Pierre Schaeffer, Traité des Objets Musicaux: Essai Interdisciplines (Paris: Éditions du Seuil,
1966).
17 Jeff Pressing, “Some Perspectives on Performed Sound and Music in Virtual Environ-
ments,” Presence, 6(4), 1997, 8.
18 Meghan Stevens, “Music and Image in Concert,” Music and Media, 2009, 3.
19 Scott Sinnett, Charles Spence, and Salvador Soto-Faraco, “Visual Dominance and
Attention: The Colavita Effect Revisited,” in Perception & Psychophysics, 69(5), 2007,
673–686.
20 Tod Machover, “Beyond Guitar Hero: Towards a New Musical Ecology,” In RSA Jour-
nal, London, 2009.
21 Joel Ryan, “Some Remarks on Musical Instrument Design at STEIM,” Contemporary
Music Review, 6(1), 1991, 3–17.
22 David Birnbaum, Rebecca Fiebrink, Joseph Malloch, and Marcelo M. Wanderley,
“Towards a Dimension Space for Musical Devices,” in Proceedings of the International Con-
ference on New Interfaces for Musical Expression (Vancouver, BC, Canada, 2005).
23 Thor Magnusson, “An Epistemic Dimension Space for Musical Devices,” in Proceedings
of the Conference on New Interfaces for Musical Expression (Sydney, Australia, 2010).
24 Adriana Sá, “Designing Musical Expression,” in Proceedings of xCoAx: Conference on
Computation, Communication, Aesthetics & X (Lisbon, Portugal, 2017). ISBN 978–989–
746–128–6.
25 Phill Niblock’s, Movements of People Working, www.youtube.com/watch?v=mCKtqsy9gcY
and www.youtube.com/watch?v=LJtIZskdHOc.
26 Alvin Lucier, Music for Solo Performer, http://daily.redbullmusicacademy.com/2017/05/
alvin-lucier-music-for-solo-performer.
27 1986 interview with Ev Grimes for Yale’s Oral History of American Music.
28 Jeff Pressing, “Cognitive Complexity and the Structure of Musical Patterns,” in J. Slo-
boda, ed., Generative Processes in Music: The Psychology of Performance, Improvisation, and
Composition (New York: Oxford University Press, 1987), 129–178.
29 Performance by Joel Ryanand Evan Parker – www.youtube.com/watch?v=IQ4Dq
RgtbHc.
30 Performance by Steina Vasulka – www.youtube.com/watch?v=9mg1weOHWSs.
31 Steina Vasulka´s Violin Power series – www.vasulka.org/Steina/Steina_ViolinPower/
ViolinPower.html.
32 Video about Martin Howse – https://vimeo.com/54006161.
33 Adriana Sá, “How an Audio-Visual Instrument Can Foster the Sonic Experience,” Live
Visuals for Performance, Gaming, Installation, and Electronic Environments, Leonardo Electronic
Almanac, 19(3), MIT Press, 2013.
34 Eric I. Knudsen, “Fundamental Components of Attention,” Annual Review of Neurosci-
ence, 30(1), 2007, 57–78.
35 CD released by Experimental Intermedia Label.
36 La Monte Young and Marian Zazeela’s Dream House – www.youtube.com/watch?v=
3ahgq-zVQLc.
37 Gary Hill’s film Black and White Text – www.youtube.com/watch?v=bg1O3NcPwBg.
38 Thomas Wilfred’s Lumia – www.youtube.com/watch?v=ojVX8FWYc4g.
39 Phil Niblock’s Movements of People Working – https://expcinema.org/site/en/dvd/
phil-niblock-movement-people-working.
264 Adriana Sá and Atau Tanaka
Introduction
This chapter will provide a contextual overview of current discourse in presence
studies and offer insight into the subjective experience of Live Visual perfor-
mance (LVP), predominately from an audience perspective. Presence affects both
the physiological and the psychological. Presence as a subject is simultaneously
located within measurement-based scientific investigation, subjective artistic
exploration and objective/subjective orientated technological studies. Given the
blend between the physical and digital interactions now intrinsic to much of
Western society, the study of presence is complex and increasingly important.
The effects of presence have implications for the ways in which humans work,
play and our wellbeing.
The extent to which our culture, senses and biological limitations affect pres-
ence (in which order and which magnitude) is a long-debated subject with a
lineage as far back as the 6th century, and not one we can resolve in this text.
Rather, the goal of this chapter is to explore what role presence has in LVP and
begin to explore, alongside its practical and commercial uses, what needs might
presence fulfil for the audience.
When exploring the nature of presence and LVP, we note that as creative
practice, LVP can straddle and be situated in different forms such as dance music
and/or the avant-garde performing arts, both of which can draw on formal
properties of further musical genres and artistic disciplines such as performance
art, video, cinema, media art and a host of design disciplines. For the purposes
of the discussion here, I will use a broad definition: contemporary LVP is medi-
ated experience fostered by the intermedial space of merged sound and image,
shared during a live, specific, time-bound performance that will eventually
come to an end.
DOI: 10.4324/9781003282396-14
268 Donna Leishman
tasks,”13 Haraway’s “dream of the hope for a monstrous world without gender”14
or Murray’s notion that computational narratives will better reshape “the spec-
trum of narrative expression.”15 Another interesting difference to note is that
TV screen technology has endured, whereas public interest and funding of VR
significantly shuttered in the mid-1990s, when the chasm between public expec-
tations for the technology and the reality of limitations were too wide (Figure
11.2). This was not helped by a public whose interests were also being diverted
by the emergence of the internet.
Alongside presence as social richness and as realism, Lombard and Ditton cite
another key conceptualisation of presence, one that has deep roots in human
culture and storytelling. This is the ability of presence to be ‘transportive,’ the
artificial sense of being ‘here’ and taken ‘there/somewhere.’ This has become
a common and desirable phenomenon and can be achieved in low-sensory/
bandwidth mediums such as in books or oral storytelling.16 Rheingold described
this kind of presence/telepresence as a “form of out-of-the-body experience.”17
For Lombard and Ditton transportive presence is related to human-made tech-
nology rather than through linguistics or language.
FIGURE 11.2 A page from a Virtuality gaming system marketing piece showing the
Visette and controller from 1994.
Source: Image permission is given. The image is sourced via Wikipedia, Creative Commons Share
Alike version 4.0.
272 Donna Leishman
interaction scholars who note both positive effects but also deleterious impacts
of socialisation and technology, which increasingly now has a defining role in
our private lives.24
It is possible that the nature of the audio-visual content can partially feel like
a human ‘character’ within the performance. The content can be portrayed as a
‘being,’ images can be rendered as figurative and audio can be lyrical, which in
turn can help to foster feelings of para-social intimacy. Depending on the light-
ing, visual design and representational content, the performer may feel integrated
into the visual composition to such an extent that their living self can be captured
via a live camera feed and fed into the library of media being shared in the live
performance. Alternatively, the performer can feel separated and discrete, more
akin to an ‘entity’ rather than an ‘identity’ on stage (see front cover), a feel-
ing perhaps reinforced if there is also a volume of surrounding computational
hardware. If the performer herself or himself includes their voice/image via live
capture and are rescreened as part of the audio-visual performance, this could
encourage audience ‘empathic observation,’ which is the act of “watching facial
expressions and body language in human exchanges to figure out what is going
on.”25 McConachie and Hart point out that this is not the same as reading the
body as a sign. “It is a mode of cognitive engagement involving mirror neurons
in the mind/brain that allow spectators to replicate emotions of a performer’s
physical state without experiencing that physical state directly.”26
Furthermore, the artist could also engineer within her or his live perfor-
mance ‘autopoiesis,’27 a state in which the audience is invited to participate in a
feedback loop within the live performance. The audience’s data can be gathered
and then directly affect the proceedings of the performance. An example of
this approach can be seen Golan Levin et al.’s Dialtones (A Telesymphony), a per-
formance of choreographed dialling and ringing of the audiences’ own mobile
phones.28 Whilst not explicitly para-social, autopoiesis as a performance concept
could feel like one is participating with a living system along with other humans
(the performer, the audience). The orchestration of “emotional intensity”29 of
the audience by the performer’s skill in changing the audio-visual content in
response to how she or he reads the audience also functions as a connection, a
form of intimacy – as the real-time manipulation of their emotions could feel
like a direct, personal connection since the individual believes that performer is
communicating with them.
Section 2: Culture
We now will consider the key socio-cultural circumstances that also inf luence
human experience. Human culture is socially constructed in fast-changing vari-
able form, often described as the ‘software,’ and society being the ‘hardware,’
taking longer to update or change over.30 For Ratner31 culture and psychology
are two elements of a larger integrated and interdependent system, alongside
biology and personal experience. Capitalism both shapes cultural artifacts and
274 Donna Leishman
concepts and in turn requires these elements to be put into the service to sus-
tain its economy. Typical cultural socialisation processes promote success, status,
self-image and the need to develop a market-driven identity. Considering this
context, Butler posits the need for more personal agency,32 and Turkle points out
that digital/online culture ostensibly offers an ‘always on’ increased social con-
nectivity but has resulted in a deeper sense of individualisation.33 For many, con-
temporary existence in these settings creates a cognitive gap between ourselves
and our wellbeing. This distance or gap is often termed the wedge of alienation
or “false consciousness,”34 a wedge that can come to inhibit personal happiness
or fulfilment. However, within LVP contexts, the audience can experience a
specific type of interpersonal socialisation and intimacy (social richness), poten-
tially fulfilling a sense of connection missing within other lived experiences.
The ongoing saturation with screens in contemporary culture (and the medi-
ation of relationships through technology) and online/mobile content, increas-
ingly repositions the ‘live’ event as a diametric contrast to these behaviours.
The time-bound nature of live experiences makes them a rarefied phenomenon,
requiring the audience’s attention to focus ‘in the moment’ rather than common
distracted, multitasking inattention.
Theatre, dance and musical performances have traditionally been conceived
as primarily passive experiences,35 whilst the performers and audience may be
aware of each other and that ‘awareness’ may affect the emotional charge of the
proceedings, this is quite different within audio-visual live performance, which
ordinarily requires significantly more mental bandwidth to actively observe and
participate in what Lusch and Vargo refer to as the “co-creation of value.”36
This active participation is part of the knowledge that ‘live’ experiences are
different from the experience of being part of the audience for non-live arts. Lad-
bourne et al. describes the nature of ‘live-ness’ as a shared experience, a perfor-
mance that “is part of you and you are part of it,”37 and for many the irreversible
nature of Live Visual performance is one of the primary drivers in our attention/
focus – a form of positive attention, and a variation of Csikszentmihalyi’s concept
of ‘f low’ through immersion in creative activities.
The human experience of live performance can also create what Hirschman
and Holbrook termed a “hedonic response.”38 Santoro and Troilo,39 drawing on
the work of Lacher and Mizerski,40 define the hedonic response as “a combined
response from the emotions, senses, imagination, and intellect” (see Figure 11.4)
and argue that “consumers expect . . . [hedonic] products and services to create
an absorbing experience arousing their emotions, stimulating a physical reaction,
soliciting their memories and fantasies, and triggering their cognitive develop-
ment.” This concept taps directly into the importance of engaging an inner life, a
term typically understood as a non-technological yet virtualised set of intangible
experiences such as dreaming, fantasies, daydreaming or ‘reveries.’41
Individuals may choose to attend an LVP to experience emotions and have
their audio-visual intermedia senses stimulated; however, this definition of
hedonism is more nuanced than the common simplification of hedonism as a
reckless pleasure-seeking activity. Singer, channelling Nozick’s The Experience
Machine from 1974, says that “people that don’t aim at pleasure, but aim at some-
thing else, some activity that’s worthwhile in itself, and they get absorbed in
the moment of doing what they’re doing . . . they actually get enjoyment and
fulfilment out of it.”42 This need to be fulfilled in leisure time becomes more
vital when work lives become less satisfying within common isolating43 social
tendencies of ‘advanced capitalism.’44
Within LVP, activeness of the communicative intersection between per-
former, performance and the audience is a key defining characteristic. Interest-
ingly, Hirschman and Holbrook note that “if consumers know in advance that
hedonic consumption will require a certain level of imaginal participation and
emotional expenditure, they may choose to use (or to avoid) a certain product,”45
Hirschman and Holbrook f lag the importance of audience expectations and the
level of informed knowledge necessary before engaging with a hedonic product.
Radbourne et al. point out that the better the audience’s prior understanding
of the arts event is, the greater the appreciation will be if expectations are met;
however, within LVPs many performers will intentionally iterate or improvise
during their performance as part of their practice. This fosters a sense of trust or
risk taking on the part of the audience.
Hedonic ‘products’ have also been associated with luxury and the arts. Hagt-
vedt and Patrick have discussed a hedonic artwork’s ability to create luxury per-
ceptions by referring to the notion that “art is intrinsically tied to a heritage of
high culture, with connotations of exclusivity, luxury, and sophistication.”46 This
phenomenon, which in turn is based on Veblen’s “conspicuous consumption,”47
is a concept directly borne out of the opportunities manifested for some in the
industrialisation age. To enact conspicuous consumption, an individual will pur-
chase, primarily for display purposes, expensive and tasteful commodities.
The notion of commodity self (i.e. that ourselves are constructed in part
through our consumption and use of commodities) can also be an element in
LVP. Performances and experiences are sold as products, events that have evolved
from a free, experimental avant-garde practice (even illegal and underground)
into the daylight of mainstream commodity culture. Music clubs, VJs and DJs
have become contemporary inf luencers and tastemakers, and in some instances
even brand identities in their own right. Mainstream Live Visual performances
can be described as “designed design culture,”48 showing the power of design
(see Chapter 15) and how it moulds with societal issues such as taste and behav-
iour in a commercial world.
In developed, industrialised societies the audience experience of performative
visual arts has become more meaningful, primarily fostered by the prevalence of
digital distribution and piracy,49 which has had the consequence of demonetising
the ability of new music releases to create money for artists and labels. This in
turn has transformed the commercial value placed on the live performance sec-
tor, which is now an important way to create a profit. LVP, given its ‘live-ness,’
is a unique ephemeral event, thus in turn creating additional notions of value and
worthiness. This has resulted in more mainstream investment and active market-
ing of live, real-time events. Live tickets are now able to command high prices
because of a product’s symbolic value. The MUTEK arts festival (2000–present),
based in Montréal, Canada, regularly features VJs alongside experimental sound
Presence and Live Visual Performance 277
art performances. Day passes typically start at £40 to £70 and often are pur-
chased as a full weekend event (£80 to 140). However, a single big ‘brand’ club
night such as Ministry of Sound, London, would be priced at £60+ per unit.
These tickets are a luxury product, approximately six times more than a cinema
ticket. It is also common for further costs to be incurred alongside participating
in an LVP: for example, travel, accommodation and refreshments during the
performance. The recent COVID-19 pandemic and the temporary sector closure
has thrown a spotlight on both the nature of the appetite to participate50 in LVPs
and the economic value of ‘after dark economy’51 of which LVP is a key part.
Radbourne (2007) argues that “the new arts consumer is on a quest for self-
actualisation where the creative or cultural experience is expected to fulfil a
spiritual need that has very little to do with the traditional marketing plan of
an arts organisation.”52 Authenticity is typically associated with reality, truth and
believability, yet these qualities mean different things to different individuals;
perception matters if an experience is understood to be staged or genuinely
authentic, and thus the sense of authenticity varies considerably in LVP attend-
ees. Wang identifies three types of authenticity – objective, constructive and
existential authenticity – each of which has implications for the study of value
within the performing arts. This last category is particularly pertinent to LVPs.53
Wang explains: “In common sense terms, existential authenticity denotes a spe-
cial state of being in which one is true to oneself, and acts as a counter dose to the
loss of true self in public roles and public spheres in modern Western society.”54
Participants express that their sense of individual freedom and/or acceptance55
with LVP in nightclubs is one of the primary attractors to these events. Value
within LVP can thus be considered both as personal value (inner life value to the
individual) and within a socialising framework, where the public demonstration
of the selection and financial investment to attend a live performance is also an
extension of self-identity and contributes to how ones wishes to be perceived by
others.
Social Presence
Social presence refers to the extent to which other beings also exist within the
live experience and are understood to affect or react to the audience’s individ-
ual presence. Whilst the individual sensory conditions, fused with culture and
genre-based expectations, are the foundations in which presence is created, one
of the most distinguishing extra features of LVPs is ‘being’ within a group. This
social presence is incredibly important when considering presence and all its
permutations.
Live Visual performances are often offered either as large of mass audience
gatherings (see Figure 11.5) or as medium or small conspicuous environments
between the artist and the crowd; yet both culturally are understood to be col-
lective experiences. Each type of social space inf luences the collective experi-
ence of non-verbal communication. The ability to exchange eye contact, smiles,
278 Donna Leishman
FIGURE 11.5 An example of a very large concert crowd. Vasco Ross’s 2017 show at
Enzo Ferrari Park, Modena, Italy.
Source: Image credit: Italian Interior Ministry from Wikipedia, Creative Commons 3.0.
Environmental Presence
The last consideration in this section is the extent to which the environment
either inf luences the audience’s understanding of presence, and in turn their
‘mental model,’ or if the environment itself appears to know that you are there
and reacts to your involvement, thus increasing the subjective sense of ‘being’
somewhere.64
Starting with physical environments – concert halls, alongside exhibition
spaces, are part of the built architecture of urban planning; their aesthetics, con-
cepts and materials are carefully crafted as part of the ongoing fabric of high
culture. However, the most common spaces associated with LVP such as night-
clubs, and music venues are regarded as unprepossessing environments, at best
neutral ‘raw’ blanks over which stimulating LVPs are created (and experienced).
In short, any architectural qualities of such spaces should not distract or overly
stimulate, but rather recede into the background and are passive within the audi-
ence’s cognitive, mental model.
280 Donna Leishman
The interior design of the nightclubs in the 1950s would have a stage, orches-
tra and dance f loor, but successive decades would see the orchestra repositioned
or dropped for a performers’ booth, and then later these were enhanced with
the addition of multiple screen technologies. In contemporary LVP spaces, the
performing artist and their hardware are ordinarily semi-elevated and positioned
up front to allow for better audience line of sight and framing by the set lighting,
large visual projections and or screens. This represents an ongoing digitalisation of
experience in terms of increased sophistication of programmable ambient light-
ing, the quality and size of the projections and screens, alongside the dynamics of
the sound system. These all work together to direct audience attention towards
the main audio-visual stimuli. The audience itself is normally not lit or given spe-
cial consideration in the interior design; furthermore, this low-lit ambience allows
individual participants to dissolve into a more homogeneous crowd identity.
Within LVPs it is not common (unlike art installations such as 1024’s Vortex
responsive sculpture65) that the environment in which the audience find them-
selves is able to sense and react to their presence. However, the visual represen-
tations on the screen could be a simulated environment, which may play some
role, if absorbing enough, in offering a sensation of being transported into the
environment. For this effect to work, representation would have to bypass the
established pitfalls of live performance whereby the visual content is normally
fragmented, remixed and short in duration.
Whilst the majority of venues might be cognitively neutral (with regard to
commanding attention), there are some notable venues that do offer LVP whilst
being environmentally inf luential. Such an example would be Berlin’s Berghain,
which as a space is often referred to as the ‘temple to techno.’ Berghain is archi-
tecturally striking as a towering former power station,66 its inner structures are
cavernous and its main room is intentionally industrial, featuring stripped-back
exposed concrete and steelwork. Berghain as a site also comes with a specific
narrative context and heritage which can be built upon; this sense of place
and heritage would both inf luence the audience’s expectations and awareness
of ‘being’ there geographically whilst also participating in the specifics of an
LVP. Manchester’s Haçienda club (1982–2002) was also a visually distinctive
interior space fostered by Ben Kelly’s graphics and reappropriation of outdoor
safety furniture.67 The Haçienda also, like Berghain, was loaded with culture
and heritage – its role through the 1990s was as a creative caldron for emerging
British musicians. Demolished in 2002, the Haçienda can now only be experi-
enced as a 3D simulation using VR technology,68 as this space has been rebuilt
from Kelly’s original plans. As an aside, this project is an interesting contribution
to the design histories of LVP given how scant organised archival documentation
surrounding the artists, the interiors, the ephemeral visuals and/or the audience’s
experience currently is (also see The Flashback Project).69
Whilst the concept of a “virtual nightclub” does exist, this, like most VR,
is designed to be experienced individually, but has suffered the same fate as
other transmediations where the translation of the original medium’s distinctive
Presence and Live Visual Performance 281
Conclusion
We have encountered many types of presence and the complexities that come
together to foster the mediation at play within Live Visual performances: social
richness, as realism, as transportation, as immersion and as a social actor. We
discussed how social realism and realism through high-fidelity visual simula-
tions is not a key aesthetic concern within the practice; similarly it is rare within
LVP that place making and transporting to and from explicit destinations or
environments occur, partially because this would be difficult to achieve given
LVP’s native formal qualities. However, on closer inspection, LVP is well placed
to offer forms of para-social experience built onto the core knowledge that the
performer will be, by virtue of it being a live performance, already responding
to the presence of the audience; however, if the performer is furthermore figura-
tively represented within the LVP (see Figure 11.3), this could afford extra cog-
nitive engagement through the mirroring of the emotions of the performer by
the audience. Additionally, there is the potential of being invited into an explicit
creative feedback loop in the form of autopoiesis, which can also open up posi-
tive sensations of being an agent within a living system.
LVP functions as a locus for “socially rich presence,” as it facilitates temporary
and pleasurable changes in social behaviour. LVP does not normally require audi-
ence direct interpersonal communication, but instead offers a distinctive group
membership, a Turnerian loosening of self-identity that places more emphasis on
the intrapersonal to engage emotionally and intellectually with variety of audio-
visual stimuli.
Technology in LVP can often be innovative in its presentation of content (e.g.
space mapping, 3D graphics, live mixing), and the audience, depending on their
level of technical knowledge, can regard these as displays of virtuosity or feel past
these complex formalities and embrace the personalised emotions that the perfor-
mance, performer and crowd offers to them to in turn complete the performance.
282 Donna Leishman
Like users of virtual reality hardware, within LVP, we also witness a keen audi-
ence willingness, perhaps even a need, to enter into this temporary suspension of
disbelief. Together, this indicates a set of phenomena within presence, separate
from the actual audio-visual content, that point to an increasing need or pleasure
in “doubling down on the human” 71 and our humanising social interactions.
Changes in culture and society also reconfigure LVP. Digitally enabled peer-
to-peer exchange networks have upended and transformed both copyright and
the economic income models for audio-visual artists, whereas live events and the
relationship to presence building will play a vital role for artists and consumers
alike, and we see evidence of how this is being commodified.
The unique status of ‘live-ness’ in this art form requires a change and height-
ening of attention, in which participants physiological and the psychological
systems are invited to focus on the performance and being within an audience.
Nightclub culture, having moved from underground origins to professionalised
settings, now faces challenges of prohibitive costs through urban environmental
gentrification. Traditional venues may naturally evolve as practices situated in
hybrid multi-use spaces. This has the potential to further add to the intangible
characteristics in LVP, but as discussed earlier, there are some precedents about
the value of environmental heritage, especially venues as site of post-industrial
change (see Berlin’s Berghain). Without knowing what new trends will emerge
within LVP and the impacts from the COVID-19 pandemic, Statista (2021) con-
tinues to forecast global growth in the live music market.72
By considering LVPs as augmented “hedonic products” – the combination
of emotions, senses, imagination, and intellect – we also continue the trajec-
tory broadly witnessed within mainstream culture at a larger scale, of affording
immaterial experience the same status as traditional objects or products, and note
their ability to inf luence user’s expectations and desires.
Individuals are willing to pay significant amounts to access these time-bound
hedonic experiences. Across the spectrum of experimental to stadium-filling
LVPs, the act of engaging environmental crowded spaces is to access the dis-
sipation of ‘normal’ rules of society and identity, by being part of a larger more
amorphous social group, who usually converge to appreciate the performance and
access temporary cognitive escapism. The perceptual conditions of the interior
space – lighting, physical layout of the audience – help to create a sense of los-
ing oneself and provide positive conditions in which the spectators can actively
co-create a feeling of freedom, and for some even the feeling of transcen-
dence. These characteristics are welcome contributions in contemporary media,
enabling social interactions to foster sensations of wellbeing.
Notes
1 Matthew Lombard and Theresa Ditton, “At the Heart of It All: The Concept of Pres-
ence,” Journal of Computer-Mediated Communication, 3(2), 1997.
2 Mel Slater and Martin Usoh, “Representation Systems, Perceptual Position and Pres-
ence in Virtual Environments,” in Presence: Teleoperators and Virtual Environments (Cam-
bridge, MA: MIT Press, 1994).
Presence and Live Visual Performance 283
3 Samuel Taylor Coleridge, Biographical Sketches of My Literary Life and Opinions (New
York: American Book Exchange, 1881).
4 Susan Greenfield, Mind Change: How Digital Technologies Are Leaving Their Mark on Our
Brains (New York: Random House, 2015).
5 Shirley Cramer and Becky Inkster, “#StatusOfMind: Social Media and Young Peoples
Mental Health and Well Being,” Royal Society for Public Health Vision Voice and Practice,
5(12), 2017.
6 Marvin Minsky, “Telepresence,” Omni Magazine, June 1980, 45–51.
7 Carrie Heeter, “Communication Research on Consumer VR,” in Frank Biocca and
Mark R. Levy, co-eds., Communication in the Age of Virtual Reality (Hillsdale, NJ: Law-
rence Erlbaum Associates, 1995), 191–218.
8 André Bazin and Susan Sontag both hold interesting discussions about the veracity/
authenticity afforded onto photography as a medium, see: Susan Sontag, On Photography
(New York: Farrar, Straus and Giroux, 1977), 175. Andre Bazin, “The Ontology of
the Photographic Image,” in Leo Braudy and Marshall Cohen, co-eds., Film Theory and
Criticism: Introductory Readings, 6th edition (New York: Oxford University Press, 2004),
166–170.
9 A new coronavirus disease (COVID-19) causing respiratory symptoms was first identi-
fied in December 2019 in China. The World Health Organization declared COVID-19
a pandemic on 11 March 2020, and this means COVID-19 has spread worldwide. One
societal impact was the adoption of work from home, as well as physical distancing prac-
tices which created a surge in demand and development of video-conferencing tools.
10 Janine Kacker, Jan Vom Broke, Joshua Harndali, Markus Otto, and Johannes Schnieder,
“Virtually in This together: How Web-Conferencing Systems Enabled a New Virtual
Togetherness during the COVID-19 Crisis,” European Journal of Information Systems,
29(5), Special Section: Orchestration in Contemporary Software Development Ecosys-
tems, 2020, 563–584.
11 Ivy Roberts, The Perceptual Illusion of Nonmediation, Online article, 2014, https://ivyrose
roberts.wordpress.com/2014/08/12/the-perceptual-illusion-of-nonmediation/.
12 Matthew Schnipper, Seeing Is Believing: The State of Virtual Reality, Online article, 2016,
www.theverge.com/a/virtual-reality/intro.
13 Marvin Minsky, “Telepresence,” Omni Magazine, June 1980, 45–51.
14 Originally published in 1985 in the Socialist Review. Donna Haraway, “A Cyborg Man-
ifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century,” in
Donna Haraway, ed., Simians, Cyborgs, and Women, 1st editor (New York: Routledge,
1991), 149–181.
15 Janet Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace (New York:
The Free Press, 1997).
16 Frank Biocca, “Cyborg’s Dilemma: Progressive Embodiment in Virtual Environments,”
Journal of Computer Mediated-Communication, 3(2), 1997, www.ascusc.org/jcmc/vol3/
issue2/biocca2.html and Frank Biocca, “Is This Body Really ‘Me’? Self Presence,
Body Schema, Self-Consciousness, and Identity,” The Cyborg’s Dilemma: Progressive
Embodiment in Virtual Environments, Journal of Computer Mediated-Communication,
3(2), 1997, 295–302.
17 Howard Rheingold, Virtual Reality (New York: Summit Books/Simon Schuster, 1991), 256.
18 Mihaly Csikszentmihalyi, Flow: The Psychology of Optimal Experience (New York: Harper &
Row, 1990).
19 Mark T. Palmer, “Interpersonal Communication and Virtual Reality: Mediating Inter-
personal Relationships,” in Frank Biocca and Mark R. Levy, co-eds., Communication in
the Age of Virtual Reality (Hillsdale, NJ: Lawrence Erlbaum, 1995), 277–302.
20 Gene Quarrick, Our Sweetest Hours: Recreation and the Mental State of Absorption ( Jeffer-
son, NC: McFarland, 1989).
21 Frank Biocca and Mark Levy (eds.), Communication in the Age of Virtual Reality (Hillsdale,
NJ: Lawrence Erlbaum, 1995), 277–302.
22 Frank Biocca and Mark Levy (eds.), Communication in the Age of Virtual Reality (Hillsdale,
NJ: Lawrence Erlbaum, 1995), 277–302.
284 Donna Leishman
23 Donald Horton and Richard Wohl, “Mass Communication and Para-Social Interac-
tion,” Psychiatry: Journal for the Study of Interpersonal Processes, 19, 1956, 215–229.
24 Sherry Turkle, Alone Together: Why We Expect More from Technology and Less from Each
Other (New York: Basic Books, 2011).
25 Bruce McConachie and Elizabeth Hart, Performance and Cognition: Theatre Studies and the
Cognitive Turn (New York: Routledge, 2010).
26 Bruce McConachie and Elizabeth Hart, Performance and Cognition: Theatre Studies and the
Cognitive Turn (New York: Routledge, 2010).
27 Erika Fischer-Lichte, The Transformative Power of Performance: A New Aesthetics (New
York: Routledge, 2008).
28 Golan Levin, Gregory Shakar, Scott Gibbons, Yasmin Sohrawardy, Joris Gruber,
Erich Semlak, Gunther Schmidl, Joerg Lehner, and Jonathan Feinberg, Dialtones (A
Telesymphony) (Premiered Ars Electronica, 2001), www.flong.com/archive/projects/
telesymphony/index.html.
29 Herbert Blumer, “Collective Behavior,” in Alfred M. Lee, ed., Principles of Sociology
(New York: Barnes and Noble, 1969), 165–221.
30 Jeanne Ballantine, Keith Roberts, and Kathleen Odell Korgen, Society and Culture: Hard-
ware and Software of Our Social World (Thousand Oaks, CA: Sage Publications, 2017).
31 Carl Ratner, Macro Cultural Psychology: A Political Philosophy of Mind (Oxford: Oxford
University Press, 2012).
32 Stephen Butler, “The Impact of Advanced Capitalism on Well-Being: An Evidence-
Informed Model,” Hu Arenas, 2, 2019, 200–227.
33 Sherry Turkle, Alone Together: Why We Expect More from Technology and Less from Each
Other (New York: Basic Books, 2011).
34 Terry Eagleton, Marx and Freedom (London: Phoenix, 1997), 37.
35 Britta Wheeler, “The Social Construction of an Art Field: How Audience Informed
the Institutionalization of Performance Art,” Journal of Arts Management, Law, and Society,
33(4), 2004, 336–350.
Miranda Boorsma, “A Strategic Logic for Arts Marketing: Integrating Customer
Value and Artistic Objectives,” International Journal of Cultural Policy, 12(l), 2006, 73–92.
36 Michael Etgar, “A Descriptive Model of the Consumer Co-Production Process,” Journal
of the Academy, 2008, 97.
37 Jennifer Radbourne, Katya Johanson, Hilary Glow, and Tabitha White, “The Audience
Experience: Measuring Quality in the Performing Arts,” International Journal of Arts Man-
agement, 11(3), 2009, 16–29.
38 Elizabeth Hirschman and Morris Holbrook, “Hedonic Consumption: Emerging Con-
cepts, Methods and Propositions,” Journal of Marketing, 46(3), 1982, 92–101.
39 Chiara Santoro and Gabriele Troilo, “The Drivers of Hedonic Consumption Experi-
ence: A Semiotic Analysis of Rock Concerts,” in Antonella Carù and Bernard Cova,
co-eds., Consuming Experience (London/New York: Routledge, 2007), 109.
40 Kathleen Lacher and Richard Mizerski, “An Exploratory Study of the Response and
Relationships Involved in the Evaluation of, and in the Intention to Purchase New
Rock Music,” Journal of Consumer Research, 21, 1994, 366–380.
41 Gaston Bachelard, The Poetics of Space (Boston, MA: Beacon Press (trans. 1964), 1994).
42 Peter Singer, Let’s Talk about Your Hedonism, 2012, Documented talk on YouTube, www.
youtube.com/watch?v=Vfkcg05_uUg.
Robert Nozick, The Experience Machine: Anarchy, State, and Utopia (New York: Basic
Books, 1974).
43 “Alienation” is a concept proposed by Karl Marx in 1844. Marx posited that capitalism
and class stratification through mass industrialisation would disenfranchise labour and
our lives would become characterised by a disorientating sense of exclusion and separa-
tion. For Marx, people are both world determined and world producing; consciousness
is dominated by the ideological super-structures with which we interact within. See:
Terry Eagleton, Marx and Freedom (London: Phoenix, 1997), 37.
44 Advanced capitalism is defined as an occurrence in society in which the capitalist model
has been integrated and developed deeply and extensively and for a prolonged period.
Presence and Live Visual Performance 285
This term is commonly applied to countries with a high economic freedom score such
as Singapore, New Zealand and Switzerland. See mapping: https://worldpopulation
review.com/country-rankings/capitalist-countries.
45 Elizabeth Hirschman and Morris Holbrook, “Hedonic Consumption: Emerging Con-
cepts, Methods and Propositions,” Journal of Marketing, 46(3), 1982, 97.
46 Henrik Hagtvedt and Vanessa Patrick, “The Influence of Art Infusion on the Percep-
tion and Evaluation of Consumer Products,” in Angela Y. Lee and Dilip Soman co-eds.,
Advances in Consumer Research, Association for Consumer Research, vol. 35 (Chicago, IL,
2008), 795–796.
47 Thorstein Veblen, Theory of the Leisure Class: An Economic Study of Institutions (New York:
The Macmillan Company, 1899).
48 Guy Julier, Anders Munch, Mads Nygaard Folkmann, Hans Christian Jensen, and Niels
Peter Skou, Design Culture: Objects and Approaches (London: Bloomsbury, 2019).
49 Carolyn Guertin, Digital Prohibition: Piracy and Authorship in New Media Art (London:
Bloomsbury, 2010).
50 Laura Bettinson, “After a Year without Nightclubs, I Can’t Wait to Go Dancing Again,”
Guardian Online, March 2021, www.theguardian.com/commentisfree/2021/mar/05/
nightclubs-dancing-covid-live-music-djs-21-june.
51 Lanre Bakare, “We Lost the Love: UK Nightclubs Using Covid Crisis to Reassess Scene,”
Guardian Online, August 2020, www.theguardian.com/music/2020/aug/21/we-lost-the-
love-uk-nightclubs-using-covid-crisis-to-reassess-scene and Rob Davis, “UK Nightlife
Industry Facing Financial Armageddon,” Guardian Online, August 2021, www.theguardian.
com/business/2020/aug/20/uk-nightlife-industry-facing-financial-armageddon.
52 Jennifer Radbourne and Andrew Arthurs, “Adapting Musicology for Commercial Out-
comes,” in Manuel Cuadrado and Juan Montoro, co-eds., CD-ROM Proceedings: 9th
International Conference on Arts and Cultural Management (Valencia, Spain: University of
Valencia, 2007).
53 Ning Wang, “Rethinking Authenticity in Tourism Experience,” Annals of Tourism Research,
26(2), 1999, 353.
54 Ning Wang, “Rethinking Authenticity in Tourism Experience,” Annals of Tourism Research,
26(2), 1999, 358.
55 See Jeremy Deller (2018) documentary Everybody in the Place: An Incomplete History of
Britain 1984–1992, which charts the culture of dance music, and also Midnight Mass
(2017) capturing the religious experience of rave culture across three continents.
See Vice’s article: https://i-d.vice.com/en_us/article/wjdqdx/capturing-the-religious-
experience-of-rave-culture-across-three-continents.
56 Kevin McCarthy, Elizabeth Ondaatje, Laura Zakaras, and Arthur Brooks, Gifts of the
Muse: Reframing the Debates about the Benefits of the Arts (Cambridge: Rand Publications,
2004).
57 John M. Darley and Bibb Latané, “Bystander Intervention in Emergencies: Diffusion of
Responsibility,” Journal of Personality and Social Psychology, 8(4, Pt.1), 1968, 377–383.
58 Raymond Momboisse, Riots, Revolts, and Insurrections (Springfield, IL: C.C. Thomas,
1967).
59 Sally Moore and Barbara Myerhoff (eds.), “Variations on a Theme of Liminality,” in
Secular Ritual (Amsterdam: Van Gorcum, 1977), 43 and Victor Turner, The Forest of
Symbols: Aspects of Ndembu Ritual (Ithaca: Cornell University Press, 1967).
60 Victor Turner, The Ritual Process: Structure and Anti-Structure (Chicago: Aldine,
1969), 96.
61 Victor Turner, From Ritual to Theatre: The Human Seriousness of Play (New York: Per-
forming Arts Journal Publications, 1982), 44.
62 Ning Wang, “Rethinking Authenticity in Tourism Experience,” Annals of Tourism
Research, 26(2), 1999, 353.
63 Leon Festinger, Albert Pepitone, and Theodore Newcomb, “Some Consequences of
Deindividuation in a Group,” Journal of Social Psychology, 47, 1952, 382–389.
64 Mel Slater, Martin Usoh, and Anthony Steed, “Depth of Presence in Virtual Environ-
ments,” Presence-Teleoperators and Virtual Environments, 3(2), 1994, 130–144.
286 Donna Leishman
65 Vortex (2014) is a manually controllable music reactive light structure by the 1024 col-
lective. Available: www.1024architecture.net/?portfolio=vortex.
66 Tom Wilkinson, “Typology of a Nightclub,” Architectural Review, April 2020, www.
architectural-review.com/essays/typology/typology-nightclub.
67 Ben Kelly, interior designer of the Haçienda, a nightclub and music venue in Manchester,
northwest England. http://benkellydesign.com/hacienda/.
68 Ben Kelly, Brendan Mannion, and Justin Metz, Virtual Haçienda, 2020, http://benkelly
design.com/fac51-hacienda-vr/.
69 Jamie Holman and Alex Zawadzki, Flashback, 2019, www.acidhouseflashback.co.uk/.
70 Sansho Studio’s Berghain’s VR trainer, 2016, https://berghaintrainer.com/.
71 Tim Adams, “Interview with Jared Larnier,” Guardian Online, November 2017, www.
theguardian.com/technology/2017/nov/12/jaron-lanier-book-dawn-new-everything-
interview-virtual-reality.
72 Statista, Live Music Industry Revenue Worldwide from 2014 to 2024, January 2021, www.
statista.com/statistics/1096409/live-music-industry-revenue-worldwide-by-source/.
PART III
Introduction
This chapter looks at VJing practices in the contemporary context, as well as
the work of related audio-visual performers and live cinema producers. Mov-
ing beyond the historical examples of Live Visuals covered in Part I, we look
here at performance scenarios, technology and the materials of present-day Live
Visuals, beginning with VJing and following with live audio-visual perfor-
mance and live cinema. We also present three case studies of contemporary Live
Visualists.
This chapter explores the emergence of projects from composition to per-
formance, both from technical and artistic viewpoints: What were the original
intentions behind the audio-visual correspondences? How was material collected
and assembled? What were the artistic choices of drawing the line between (non-
live) composition and performance? What were approaches to creating narratives
in a live context? In addition, we will look at the extended context such as the
relation to sound and music, both recorded and live.
the A-B (or more complex) mixing capabilities of Live Visuals software; in place
of video effects, such as those used by the Fairlight Computer Video Instru-
ment,2 VJs use an array of built-in software effects and plug-ins. In most cases
the comparison between the old form of scratch video and the current form of
VJing is quite direct: ‘A-B-ing’ a video loop on an analogue video mixer would
have involved the visual performer moving a crossfader. Similarly, a VJ normally
uses a MIDI control surface to manually create the same effect, or he or she can
use DSP to detect the incoming signal and switch between A and B depending
on volume level. While the technology of the computer makes ‘A-B-ing’ easier
for the VJ, the technique is not an original one, as it was employed extensively
by scratch video artists, as outlined previously in Chapter 4.
Similarly, many, if not most, of the effects employed by VJs in various appli-
cations are merely software versions of effects that have been employed in tradi-
tional film since the early 20th century. Compositing of different clips in order
to combine them together in various ways is one of the most obvious exam-
ples of an effect commonly used by VJs that has strong historical antecedents.
Arguably the first example of compositing comes from Thomas Edison’s 1903
film The Great Train Robbery. In the following example, the scene through the
“train door” showing passing scenery was inserted after the initial filming of
the sequence.3 The effect was achieved by ‘matting’ off the door area and super-
imposing moving scenery into the rectangle encompassed by the door. Matting
effects are common in both off-line digital video editing system such as Adobe
Premiere and also can be achieved in real time using projection mapping soft-
ware such as MadMapper.
Compositing in general is used almost universally by VJs to combine clips
together in various way. Using effects such as ‘Luma Keying,’ a VJ can allow por-
tions of a video to be effectively erased, and therefore bleed through to another
video channel. Other effects such as additive colouring, scaling, blurring, and
saturation all have roots in traditional analogue film. The screen shot of the top
section of GarageCube’s Modul8 software interface in Figure 12.1 illustrates
how these effects can be easily accessed and changed in real time by the use of
sliders and knobs.
If the effects used by VJs are in many ways the same as those used by tradi-
tional film artists, then what is the unique aspect or quality of VJing that makes
it distinct? While it may seem obvious, it bears repeating here: these effects are
achieved in real time. It is difficult to overstate the importance of this distinc-
tion. While there are examples of visuals being employed in a live context in ear-
lier eras, as alluded to in the discussion of liquid visuals in Chapter 3 and scratch
video in Chapter 4, the introduction of non-linear video processing radically
enhanced the possibilities of mixing and matching sources and adding a variety
of effects in real time, often with little need for any pre-production.
In addition, the employment of DSP to analyse the incoming audio signal and
produce effects related to that audio is in fact a unique feature of VJing distinct
from earlier forms and can produce subtle effects that link the formal and material
292 Steve Gibson and Stefan Arisona
properties of the visual stream with the audio source. It should be said that the use
of DSP has also been problematic for VJing in less competent hands. The cliché of
a throbbing image bouncing to a four-on-the-f loor kick drum has been repeated
so many times, it has become evidence of the aesthetic entropy within VJ culture.
On the other hand, there are many VJs who eschew standard VJ software and cre-
ate their own tools, either using packages such as Max MSP/Jitter or by program-
ming their own software. An example of this is Scheinwerfer’s Soundium package,
which employs a node-like structure and complex prediction algorithms to create
unique effects that are unobtainable with off-the shelf software.
Any discussion of the technology of VJing would be incomplete without con-
sidering the controllers used by VJs in live performance. Many, if not most, VJs use
some sort of control surface or other MIDI interface to enable hands-on manipu-
lation of video parameters and effects. These range from simple slider and knob-
based systems to tactile systems based on gesture using tools such as the Microsoft
Kinect or the Leap Motion. These tools allow the VJ, the audio-visual performer
and the live cinema artist to have direct real-time control of multiple visual and
audio-visual parameters. These devices can produce a rich experience of Live
Visuals in which the performance of the visual material is directly followed by the
audience, while at the same time the technique of audio-visual matching produces
an awareness of the virtuosity of these tools in the hands of the Live Visualist.
VJing, Live Audio-Visuals and Live Cinema 293
In this regard, connections can be made between VJing and improvised jazz.
In improvised jazz a context is provided, which might include a tempo, a key
or mode, and a collection of riffs commonly is used, but the performers then
respond to each other and the mood of the audience when deciding how to pro-
ceed in time. Similarly, a VJ might have a context, which might include a tempo
range, a style of music and a collection of commonly used visual material, but
he or she will respond to the music and the mood of the audience and vary that
performance in real time. Unpredictability in performance has gradations in the
practice of VJing, but even in the most tightly controlled Live Visuals perfor-
mance in which specific images are chosen for specific music tracks or sounds,
there will almost always be some element of improvisation that comes into play.
FIGURE 12.2 Scheinwerfer live at Digital Art Weeks 2007, Zurich. Photo by Ruedi
Kuchen. Used by permission.
Source: [email protected]
indistinct from the work of artists now considered to be key figures in modern-
ist and postmodernist musical and visual cultures, from musique concrète to
structuralist-materialist film.
For the members of Scheinwerfer, despite the improvised nature of much of their
work, it is absolutely vital that the Live Visuals they use not fade into wallpaper:
Real-time audio signal processing for beat and frequency tracking clearly
helps a lot creating perceptible audio-visual correspondence in a very
direct manner (for example visual distortions linked to frequency levels or
geometric transformations coupled to beat triggers). However, one needs
to pay attention that this connection does not become too rigid, thus our
audio engine can be manipulated during performance, which opens room
for improvisation.9
by utilising the medium of the film strip as a canvas for precise audio-visual
synchronization, and the latter by using digital interfaces to precise map the
connections between the audio and visual spheres for use in a live performance
environment.
FIGURE 12.3 Matt Thibideau and Markus Heckman, Reclusion at MUTEK, 2014.
Photo by Caroline Hayeur. Used by permission.
Source: Mail conversation with artist available on request.
distinction is vital here, as much of the Live Visuals world is dominated by VJing
in response to DJ sets that may or may not be pre-planned. In an audio-visual
performance such as alva noto’s univrs the audio and visual material is performed
and controlled live with a minimum of improvisation (both audio and visual)
and the relationship between the two elements is therefore relatively fixed.
Markus describes his approach to this and other audio-visual performances
as follows:
In the case of Alva Noto’s univrs and Christopher Bauder’s and Robert
Henke’s Grid, designing a performance interface was not necessary as
Ableton Live, the audio software used in both cases, provided the art-
ists with sufficiently precise control over the triggering and parametric
changes occurring during these shows (OSC and MIDI).12
Due to the fact that in most audio-visual performance both domains may be
controlled by one (or more) performer(s) simultaneously, the degree of visual
improvisation does not lie in the hands of an independent live visualist or VJ,
but rather “possibilities for improvisation are limited to the musician as the show
runs autonomous from the developer. In alva noto’s case, the show was a collec-
tion of direct audio visualizations and MIDI triggered effects, variations in audio
would see a direct response in the visual output.”13
300 Steve Gibson and Stefan Arisona
For Markus the key instrument for developing the kind of audio-visual rela-
tionships that work in this context is TouchDesigner itself:
See Chapter 19 for a longer interview with Markus. His personal and profes-
sional work can be viewed at https://project1.net.
simultaneously in quarter screen. While the film was considered a mixed suc-
cess at the time, it clearly pointed the way to a non-linear concept of cinema.
A connection between the expanded cinema of the 1960s and 1970s could also
be made to live cinema, though this is primarily because ultimately both are
meant to be a live, performed medium, rather than a simple playback medium.
The means and materials of expanded cinema are necessarily simpler than live
cinema: expanded cinema, as evidenced in the works of Tony Hill, Guy Sherwin
and others, usually (though not always) consists of a single performer interacting
in some manner with projected film.
As with VJing, the possibilities for live cinema performance were enabled by
the personal computer revolution of the late 1990s and early 2000s. The increase
in speed and processing power of computers, as well as the development of con-
trollers for manipulating visual material in real time, enabled the development
of complex non-cinematic performances such a Peter Greenaway’s multilayered,
multipronged Tulse-Luper Suitcases from 2003 (see NOTV’s performance with
Peter Greenaway in Figure 12.4).
It is worth reiterating that much of the work that can be described as live cin-
ema is not necessarily created by former or current filmmakers per se. The Light
Surgeons are an excellent example of a group who evolved from the Live Visuals
performance world of the 1990s into a group which now deals with large cin-
ematic structures in real time. Chris Allen from The Light Surgeons describes their
work as follows:
I have always felt that the term live cinema was a better ref lection of our
performances because we are using a lot of narrative and filmic language
in our shows. We are musicians and film makers who explore our material
live I would say, editing and compositing our material in a more expressive
musical way in real-time as opposed to a totally pre-rendered film.17
1 Live cinema usually makes use of longer, more realistic shots (which may or
may not be abstracted through visual effects).
2 Live cinema at times makes use of documentary as well as fictional visual
scenarios, thus creating a more narrative form than VJing.
3 In most live cinema performances, the music is performed as a score with
the visuals. In some cases, the control of both is done by the same performer,
thus making it closer to audio-visual performance than VJing.
the type of technologies used and the qualities of the visual material employed.
VJs, particularly in the early days when computer speeds were slower and mem-
ory was limited, tend to accept low-quality, shorter, highly compressed clips.
This is due to the fact that VJ performances are often long (particularly club-
based VJ performances), and if the music selection is unknown prior to the event,
then a very large database of videos may be required. For this reason, video clips
for VJs are generally seen as short loops that can be repeated and processed in
synch with the music. The quality of the image is less vital than the potential for
the image to be loaded and to respond to the incoming DSP in relative real time.
Because live cinema artists tend to be focused on more narrative imagery, image
quality is therefore much more important for them than it is for VJs. In addition,
as live cinema is involved with longer narratives, it tends to be less concerned
with short loops, instead preferring longer shots that can be overlaid with other
images, abstract forms or text.
For these reasons, most live cinema rigs are purpose-built and use specially
designed controllers to interact with the visual material in real time. A good
example of this is shown in the short video documentary of Peter Greenaway’s
Tulse Luper.19 Live cinema also tends to make use of more devices and materials
than VJ performance. VJs are often content to use a simple control surface and a
laptop for their performances. Live cinema often adds analogue equipment such
as film and slide projectors, multiple control devices, as well as perhaps props
and theatrical elements. Importantly live cinema almost always employs some
sort of live music element (electronic and/or acoustic), and the audio element is
generally also incorporated into the technological setup. See the Light Surgeon’s
SuperEverything* (see Figure 12.5 or Figure 17.5 in Chapter 17) for a good over-
view of the stage complexity of a live cinema performance.
Narrative has certainly played a large role in the development of our live
performances and we explore this in a number of ways. There is a progres-
sion that forms a visual narrative that might be quite subtle and can some-
times employ abstract visual imagery not unlike what you might see in a
VJ set. However, we always apply a structure to this material and place it in
an order of some kind that plays off or juxtaposes a more literal narrative.20
304 Steve Gibson and Stefan Arisona
The performance of this type of live cinema therefore requires a much more
thorough consideration of the audio and video signal path (in a VJ performance,
VJing, Live Audio-Visuals and Live Cinema 305
generally the VJ simply takes the audio feed from the master mix and applies
DSP to that). The live cinema event at its best promises a much more integrated
media experience in which all elements are ‘speaking’ to each other, in a sense
creating a synesthetic experience for the audience, in which all mediums mutu-
ally reinforce one another.
The concept of live cinema is still a fairly new and developing genre within
media art that brings together experimental approaches to narrative and
non-narrative film making, with live music and the performing arts.
Rather than screening a traditional, linear edited film, a live cinema per-
formance allows artists the freedom to experiment and improvise within
a selection of different material, prepared video clips, audio visual samples
or more generative code-based plugins that can be run in VJ software such
as VDMX.22
Their landmark work SuperEverything* (see Figure 12.5) exemplifies the use of
both narrative and non-narrative filmic content in a performance context. They
have deliberately decided to pursue a more filmic approach to Live Visuals work,
in direct reaction to previous approaches in which they worked with primar-
ily abstract imagery. As has been outlined previously, most VJ performance, as
well as much audio-visual performance work, involves the use of abstract imag-
ery overlaid with effects, with any figurative or narrative visual material often
added as an aside. In opposition to this tendency, Chris Allen from The Light
Surgeons describes their intention “to create more structured work that could
convey a narrative and work in the more formal, seating situation of a cinema or
theatre.”23 This distinction is important when talking about live cinema work:
whereas most VJ performance is concentrated in the club environment, in which
the music is foregrounded and the audience is generally dancing, live cinema
is normally presented in a more theatrical setting, in which the visual element
306 Steve Gibson and Stefan Arisona
The literal narratives in our live cinema work are normally gathered dur-
ing our production via interviews with different people. We approach this
in the same way you would with a piece of journalism, we explore differ-
ent themes through a set of questions and more open conversations with
our subjects and then edit these down before weaving them together to
form distinct sections in our performances.24
For a longer interview with Chris Allen from The Light Surgeons see Chap-
ter 17. The Light Surgeons’ work can be viewed at www.lightsurgeons.com/
Conclusion
Live cinema, as practiced by The Light Surgeons and others, points the way to
a simultaneously more focused, immersive and formally coherent model of Live
VJing, Live Audio-Visuals and Live Cinema 307
Notes
1 Lev Manovich, The Language of New Media (Cambridge, MA: MIT Press, 2001).
2 VJzoo, Fairlight Computer Video Instrument “About” page, http://fairlightcvi.com/
wordpress/?page_id=2.
3 Thomas Edison, The Great Train Robbery (excerpt), 1903. www.youtube.com/watch?v=
chWXOwT5RkM.
4 Arkaos VJDJ page, Arkaos Officiall website, https://vj.arkaos.com/arkaos-vjdj.
5 Pascal Müller, Stefan Müller Arisona, Simon Schubiger-Banz, and Matthias Specht,
“Interactive Editing of Live Visuals,” in José Braz, Alpesh Ranchordas, Helder Araújo
and Joaquim Jorge, eds., Advances in Computer Graphics and Computer Vision, Vol. 4
(Berlin, Heidelberg: Communications in Computer and Information Science, Springer,
2007), 169–184.
6 Scheinwerfer, Interview with Steve Gibson, 13 June, 2017.
7 Scheinwerfer, Interview with Steve Gibson, 13 June, 2017.
8 Scheinwerfer, Interview with Steve Gibson, 13 June, 2017.
9 Scheinwerfer, Interview with Steve Gibson, 13 June, 2017.
10 Scheinwerfer, Interview with Steve Gibson, 13 June, 2017.
11 Markus Heckmann, Interview with Steve Gibson, 27 June, 2017.
12 Markus Heckmann, Interview with Steve Gibson, 27 June, 2017.
13 Markus Heckmann, Interview with Steve Gibson, 27 June, 2017.
14 Markus Heckmann, Interview with Steve Gibson, 27 June, 2017.
15 Markus Heckmann, Interview with Steve Gibson, 27 June, 2017.
16 Peter Greenaway, quoted by Clifford Coonan, in “Greenaway Announces the Death
of Cinema: And Blames the Remote-Control Zapper,” The Independent, October 9,
2007, www.independent.co.uk/news/world/asia/greenaway-announces-the-death-of-
cinema-and-blames-the-remote-control-zapper-394546.html.
17 Christopher Allen, Interview with Steve Gibson, 26 July, 2017.
18 “Live Cinema in the UK Report,” Live Cinema Official website, 2016, http://livecinema.
org.uk/live-cinema-in-the-uk-report/.
19 Peter Greenaway VJ Performance, notvisualmusic youtube page, 2017, www.youtube.
com/watch?v=gg6Rmvb7EPM.
20 Christopher Allen, Interview with Steve Gibson, 26 July, 2017.
21 Christopher Allen, Interview with Steve Gibson, 26 July, 2017.
22 The Light Surgeons, “What Is Live Cinema,” The Light Surgeons official website, 2017,
http://supereverything.net/what-is-live-cinema/.
23 Christopher Allen, Interview with Steve Gibson, 26 July, 2017.
24 Christopher Allen, Interview with Steve Gibson, 26 July, 2017.
13
IMMERSIVE ENVIRONMENTS
AND LIVE VISUALS
Steve Gibson
Introduction
This chapter looks at contemporary examples of immersive environments in
interactive media art that explore Live Visuals practices. Concentrating on the
works of established artists such as Jeffrey Shaw, Rafael Lozano-Hemmer, Luc
Courchesne, Char Davies and Don Ritter; newcomers such as Alan Kwan and
Shezad Dawood; and the author’s own practice, this chapter illustrates some con-
ceptual, narrative and formal models for the use of live audio-visuals in a trans-
media installation context.
With the advance of display technologies, including multiscreen projection
walls, 360-degree projectors and super-bright projectors for outdoor public use,
there has been an extension of Live Visuals practice into large public installation,
often involving the public as agents of interaction. The parallel development of
software tools for easily controlling transmedia data has made it much easier for
artists to control all media parameters in real time, thereby effectively realising
Wagner’s concept of the Gesamtkunstwerk.
Simultaneous to these technical advancements, artists have posited theories
of interaction for large-scale publics, including Lozano-Hemmer’s concepts of
‘relational architecture’ (with a nod to the Situationists) and the author’s idea of
‘synesthetic simulation’ (extending from Scriaban’s theories). These conceptual/
formal models seek to define strategies for defining and realising public interac-
tion with complex transmedia systems. Lozano-Hemmer uses motion-tracking
technology in his works such as Body Movies to enable the public to change the
face of architectural façades, thus (temporarily) rendering buildings f luid. The
author’s work is more strictly formal and relies on new scientific explanations of
the verity of synesthetic experience to inform models of audio-visual-light map-
pings, based on the matching of simultaneous media data in these realms.
DOI: 10.4324/9781003282396-17
Immersive Environments and Live Visuals 309
As Oliver Grau forcefully argues here, the notion of immersion didn’t begin
with the development of virtual reality as a technical medium in the 1960s, or
with the beginnings of interactivity in art in the 1960s and 1970s. Instead, it has
a long history that stretches back to the Renaissance and perhaps earlier. While
a history of immersion is beyond the scope of this book, some key events are
worth outlining before moving to a discussion of the present state of immersion
Live Visuals.
Put simply, Alberti’s theory of vanishing point perspective places (immerses) the
viewer in the space of the scene of an artwork, “with the space inside the picture
as ‘virtual space,’”4 Alberti’s theory of perspective had a broad and demonstrable
inf luence on the visual representation of the 15th century and beyond, including
the work of painters Andrea Mantegna and Masaccio, both of whom explored
perspective as a means of immersing spectators in a scene. Masaccio “connects
the virtual spaces of his frescoes to the physical space of the chapel.”5 This work
is continued throughout the 15th and 16th centuries, particularly in architectural
attempts to use ever more elaborate schemes to immerse the audience in interior
(usually aristocratic) spaces. In essence, the Cartesian grid system that dominated
Western art from the Renaissance to the present (including in virtual environ-
ments) is a product of Alberti’s theories and their application in the 15th century
by Mantegna, Masaccio and others.
Another key development that is important for the history of immersion was
the development of 360-degree panoramas at the end of the 18th century. These
were important, as they were intended for broader public consumption:
Static and mobile touring Panoramas proliferated across Europe and North
America as a form of spectacular entertainment. The painted illusions of
the fifteenth and sixteenth centuries now left the palaces and private villas
of aristocrats and entered the public sphere as an early kind of mass enter-
tainment. . . . The spectator was positioned in the centre of the Panorama,
surrounded completely by a seamless, illusionistic painting of a landscape,
a historical event, or battle.6
FIGURE 13.1 Charles Wheatstone, Mirror stereoscope, 19th century, public domain.
Source: https://upload.wikimedia.org/wikipedia/commons/1/1f/Charles_Wheatstone-mirror_stereo
scope_XIXc.jpg
virtual reality and certainly informed the design of the first virtual reality (VR)
devices, such as Ivan Sutherland’s ‘head-mounted display’ from 1966 to 1968
(see Figure 13.2).
In short, “the immersive virtual realities of the late twentieth and early
twenty-first centuries are part of a continuum of technological development,
rather than an absolute and revolutionary break with earlier image forms.”8 Vir-
tual and immersive environments may appear to be a radical break with what
came before, and technologically, that is at least in part the case, but there are
clear precedents in the history of Western visual culture that illustrate the con-
tinuum from Renaissance-era painting to the VR helmet.
The full history of VR is beyond the scope of this book, but some important
developments are also key to understanding how we have arrived at virtual real-
ity 2.0 in the early 21st century. Demonstrably significant to the development of
immersive VR was the development of the aforementioned ultimate display by
Ivan Sutherland. Sutherland was not only responsible for the physical develop-
ment of a stereoscopic head-mounted device (again, see Figure 13.2), but he also
laid down some key concepts for the aims of virtual environments which, while
perhaps somewhat hyperbolic, point of the radical sense of immersion he was
proposing for immersive virtual reality:
The ultimate display would, of course, be a room within which the com-
puter can control the existence of matter. A chair displayed in such a room
would be good enough to sit in. Handcuffs displayed in such a room would
be confining, and a bullet displayed in such a room would be fatal.9
312 Steve Gibson
Sutherland proposed a virtuality that emulates the physical behaviours of the real
world, that has physical laws and actions and results that are internally logical.
This system of belief is maintained in much of the work of present-day VR artists
(as well as in VR games and scientific simulations), though naturally the brutal
effects proposed by Sutherland are, as yet, unrealised.
As outlined in detail in Chapter 3, Myron Krueger was also a key figure
in the 1970s for the development of technologies of interaction and immer-
sion. Krueger was not only concerned with technological development, but he
also proposed an entire system of artificial reality in which systems would have
defined behaviours that were internally consistent (but in a distinction from
Sutherland, were not necessarily in keeping with physical laws). This is evidenced
in his previously-discussed Videoplace (1974) installation, in which a user’s outline
is transported into an “artificial reality” of creatures and objects that interact
with the user’s outline figure in consistent, but unusual ways. For example, the
video excerpts provided by Aneddotica Magazine10 illustrate different behaviours
by the on-screen creatures and objects, including creatures that defy gravity by
moving up on the arms of the user, while at the same time obey an established
rule of magnetism (they stick to the arms, regardless of their orientation). This
Immersive Environments and Live Visuals 313
The Legible City completely replaces the existing architecture of these cities
with text formations written and compiled by Dirk Groeneveld. . . . The
handlebars and pedals of the bicycle interface give the viewer interactive
control over direction and speed of travel. The physical effort of cycling
in the real world is gratuitously transposed into the virtual environment,
creating a kinesthetic conjunction of the active body in the virtual domain.
A video projector projects the computer-generated image onto a large
314 Steve Gibson
FIGURE 13.3 Jeffrey Shaw and Dirk Groeneveld, Legible City, L’Immagine Elettronica,
Chiesa di San Romano, Ferrara, Italy, 1990. Used by permission.
Source: www.jeffreyshawcompendium.com/contact/
screen, and a small LCD monitor in front of the bicycle shows a simple
ground plan of each city and the immediate position of the cyclist there.13
In addition to being one of the first interactive art works that used a repurposed
device for physical interaction with a digital system, The Legible City establishes
some key techniques and concepts for the use of interaction within a digital
installation, including:
1 The use of a physical device from the real world as a means of user interac-
tion and control (in the case of The Legible City, a stationary bicycle). This
type of physical interaction (using a variety of repurposed devices) is broadly
used in a number of later interactive digital art projects.
2 The use of a large screen placed in proximity to the user in order to immerse
them in the visual field of the installation. This mode of presentation fore-
shadows the use of ever-increasingly complex projection screen setups in
live audio-visuals and installation, including 360-degree systems.
3 The use of a natural interface, wherein user actions have logical and pre-
dictable results in the system. This is also broadly (though not exclusively)
followed up in a number of later interactive installations.
Immersive Environments and Live Visuals 315
The Legible City establishes a direct connection between the physical and
virtual realm by allowing users to control the speed and direction of navi-
gation by using the bicycle’s pedals and steering handle, which are con-
nected to a computer that translates the physical actions into changes of the
landscape on the screen.14
The Legible City laid the foundations for interactive digital art’s use of immersion
within a screen-based installation, as controlled by the physical actions of the
user. The 3D textual images, while pre-rendered, are also accessed in real time,
and therefore the experience of the installation is varied depending on the twists
and turns the user decides to take on the bike interface. It is worth mentioning
that The Legible City prefigures the connection between interactive digital art
and architecture, which is born out in succeeding works such as Rafael Lozano-
Hemmer’s Relational Architecture series, discussed later in this chapter, as well as
the architectural projections of the 21st century, discussed in Chapter 14.
Shaw continued working in interactive installation and expanded into more
immersive environments in projects such as EVE (1993) which “consists of a
large inf latable dome with two video projectors on a robotic arm at its cen-
tre, which can f luidly move projected images over the inside of the dome.
The images are presented as a stereo pair, so that viewers – wearing polarizing
glasses – encounter a three-dimensional world.”15 EVE has obviously connec-
tions to the aforementioned 360-degree panoramas of the 18th and 19th cen-
turies, as well as the various stereoscopes of the 19th and early 20th centuries.
In its use of panoramic video within an interactive digital art context, it also
points to the later immersive work of artists such as Luc Courchesne and others.
Another seminal work from the 1990s that established some of conceptual and
parameters for the use of Live Visuals within the interaction digital artwork was
Rafael Lozano-Hemmer and Will Bauer’s Displaced Emperors. This project is dis-
cussed in detail in relation to its architecture in Chapter 14 (also see Figure 14.3
in that chapter), but it is worth mentioning a number of key features in relation
to its use of user interaction with Live Visuals, as well the conceptual concerns
of much interactive art:
1 The project uses a hand-based tracking system to allow users to control the
placement of projected images on the façade of a building.16 Gestural control
of images is now a fairly common technique in interactive work in general.
2 The project allows for the user to control a limited mix of pre-prepared
images in real time in a predictable manner using the tracking system. In a
sense, this use of an image database prefigures the use of similar video data-
bases and banks in VJing and audio-visual performance.
3 The project subtly references the colonial history of Austria in its superim-
position of a Mexican Hapsburg palace over its original in Linz. Interactive
316 Steve Gibson
art is generally (though not exclusively) concerned with the social and/or
political means of its production and consumption and often ref lects on this
directly in both its means of production and the way it deals with content.
The work of Shaw and Lozano-Hemmer (and others) in the early and mid-1990s
laid the technical and conceptual foundations for the control of image in real
time via user and audience input, broadly establishing the terms for the use of
immersion in a live audio-visual installation.
Key to the concept of Body Movies is the audience’s ability to embody pre-created
images in real-time, to tangibly perform with those images and each other pub-
licly and to cooperate or compete with other audience members in revealing new
portraits or purposely avoiding a switch of scenes.22 Figure 13.4 illustrates the
social nature of the interaction, with some audience members precisely embody-
ing the projected figures, while others play visual games with the images, and
still others concentrate on using their shadows to create new visual plays. Even
though the images are still, the ‘liveness’ of the visual world is emphasised by
the fundamentally different experience of Body Movies in different locales. Critic
and curator Beryl Graham describes the audience experience as follows: “Mock
violence, f lirting and cheerful obscenity were obvious popular themes, as were
quite elaborate mimes and props – pouring water into the mouths of smaller
shadows, making combined body shapers, children towering over parents, or
acting out stories.”23 Body Movies employs a limited interactive rule (as described
earlier) in order to generate maximum visual interest and intense public engage-
ment. Its visual world is demonstrably vibrant, f luid and rich in both its look and
its public appeal. As such it represents an early highpoint in the use of interactive
Live Visuals in an immersive digital installation, even though the actual visual
images are limited in form, consisting solely of still image portraits.
Immersive Environments and Live Visuals 319
The legitimate innovation of Solar Equation is in its use live imaging and anima-
tion (based on actual scientific data) in order to allow users to control aspects of
an artificial sun in real time. Continuing a common theme in Lozano-Hemmer’s
Relational Architecture series, Solar Equation is also a fascinating study in the use of
Live Visuals in a social, public context. The playfulness and wonder of the audio-
visual interaction with the sun through the bespoke app is very evident in the
various video documents of the project.26
Solar Equation also provides an important link back to some of the original
ideas of Sutherland and Krueger in its use of scientific insights in a public art
context. At the same time, it points to an exciting possible future for Live Visu-
als in which the representation of visual and physical data is made visible in real
time in a public environment, often (though not exclusively) by the actions of
users. This general approach is followed up in a broad number of subsequent
public interactive projects, including such diverse offerings as Squidsoup’s Aurora
Imaginaris (2019) – an evocation/simulation of the aurora, amongst other “icy”
objects27; Random International’s Rain Room – in which user movement con-
trols the behaviour of indoor “rain”28; and Lozano-Hemmer’s own Cloud Display
(2019) in which a user’s recorded speech is transformed into words formed of
water vapour.29
Lozano-Hemmer’s body of work is one of the richest examples of the inter-
relationship between public user interaction, immersion and live-audio visual
systems of various shapes. As an exemplar, it illustrates the positive conceptual
power of real-time interactive digital art. It simultaneously connects art and sci-
ence in very direct and obvious ways, bridging a gap that has been somewhat
320 Steve Gibson
defined since the Renaissance. Finally, in its use of live visual elements via
defined audience interaction methods, Lozano-Hemmer’s work present a direct
model for how to conceptualise the relation between user action and visual result
in public digital systems.
The Panoscope 360° represents the most direct attempt to fully immerse a
viewer in a real-time visual field without the user of a helmet or other encum-
bered visual interface. Courchesne has used a variation of the device in a number
of projects, including You Are Here from 2011 (see Figure 13.5). As shown in the
video documentation,33 a single user is immersed in a 360-degree projection
system that totally surrounds him or her. The work situates the user within the
Bank of Montreal building in Toronto and allows them to navigate through the
visual world using an iPhone app.34
The viewer can also drop (outside the building) from the 68th f loor gallery
to the ground, an effect which is acutely immersive given the total surrounding
Immersive Environments and Live Visuals 321
FIGURE 13.5 Luc Courchesne, left: mock-up for the Panoscope 360°, 2000; right:
Panoscope 360° as used in You Are Here, 2011. Used by permission.
Source: http://courchel.net/
visual projection system. You can also “pass” into a number of the art pieces
in the aforementioned gallery, often coming out in a different locale that has
something in connection with the object shown in the gallery. For example,
moving into the unspecified “heraldic” object at 3:25 of the video transports
the user to a panorama of one of the first branches of the Bank of Montreal in
Montreal. The user can also transport into Courchesne’s head discovering “a
repository of his own work.”35 Again the work of Courchesne here ties back to
our original discussion of historical immersion, as described by the artist state-
ment on the piece:
The experience of visual immersion developed at the end of the 18th cen-
tury with the first panoramas. . . . The irresistible appeal of cinema at the
turn of the 20th century destroyed the business of still panoramas. The
situation has changed during the 20th century with more sophisticated
projection techniques, and more so recently with computer imaging tech-
nologies. These now allow for immersive and interactive experiences that
go far beyond the experience of cinema and of the original panorama. . . .
Courchesne’s project participates in this media development in attempting
to materialize the concept of an expanded reality where the physical world
can be augmented to the point where it becomes virtual.36
Davis’ Osmose from 1995 (see Figure 13.6) was one of the first successful VR
installations, and to this day it endures as one of the few genuinely classic
FIGURE 13.6 Left: Char Davies. Tree Pond, Osmose (1995). Digital still captured
in real time through head-mounted display (HMD) during a live
performance of immersive virtual environment Osmose. Right: Char
Davies. Immersant wearing a stereoscopic HMD and breathing/
balance interface vest (1995). Used by permission.
Source: Tanya Das Neves, managing director of Immersence, Inc., and assistant to the artist.
Immersive Environments and Live Visuals 323
works from the first generation of VR in the 1990s. Osmose has a unique visual
approach, which ref lects Davies’ background as a painter: quasi-abstract natural
and organic worlds (such as the forest in Figure 13.6) are semi-translucently
rendered in an almost mystical reimagining of the natural world. Interaction is
achieved by means of a unique breathing/balance chest interface (see the right
image in Figure 13.6). This interface was inf luenced by Davies’s experience as
a scuba diver: “Through use of their own breath and balance, immersants are
able to journey anywhere within these worlds as well as hover in the ambiguous
transition areas in between.”39
As the video documentation40 shows, the user f loats through the natural
world, in a sense transcending the limits of their physical reality, with the headset
imagery providing a magic-realist immersion in a way that could not have been
imagined or realised without both the 3D software of Softimage and the helmet
interface. In short, Osmose presents one of the deepest, most profound experi-
ences of total immersion in a virtual environment. Users reported an almost
ecstatic reaction to it as an experience:
As shown in Figure 13.7 and in the video documentation,44 the user is dwarfed
by the projection system, but at the same time they are obviously the central fig-
ure, due to the lights tracking them and the ominous ‘bomb jacket’ interface that
they use to trigger the virtual explosions on screen. The image of the user is also
superimposed onto the video at given moments, further inserting them into the
scene. While the piece can be viewed as an entertaining game-like environment,
in which the audience is given a chance to surreptitiously blow up famous build-
ings, the intimidating presence of the bomb interface, as well as its experience
in the very public venue of the Winter Olympics, renders the in-person moral
choices made more visceral than they would be if this were a traditional game
played at home. While the Live Visual elements are basic, mostly consisting of
still images of famous buildings, with occasional videos of explosions, they are
obviously very responsive to the moral choices of the users, as ref lected by their
willingness to press the red button in front of a potential audience.
The immersion here is less about the physical effect of immersion (although
there certainly is a physical sense of immersion) and more about the poten-
tial for immersive interactive technology to allow us to offer up choices with
Immersive Environments and Live Visuals 325
For over one year every moment of my life has been documented by a
video camera mounted on glasses, producing an expanding database of
digitalized memories. Using custom virtual reality software, I created a
virtual mindscape where people could navigate, and experience my mem-
ories and dreams during this period of my life.47
Bad Trip is remarkable not only because of this laborious process but also because
it manages to integrate the deep immersion of VR 1.0 artists such as Char Davies
FIGURE 13.8 Alan Kwan, Alien Abduction Simulator, 2013–2014. A full-body immersive
experience with virtual reality headset and electrical muscle stimulator.
Used by permission.
Source: Alan Kwan [email protected]
Immersive Environments and Live Visuals 327
with the psychological immersion of artists such as Don Ritter. The piece, while
not originally intended for experience on a VR headset, presents an acutely
immerse visual landscape made up of fragments of Kwan’s recorded life com-
bined with sharp, but surreal landscapes that pass quickly by the viewer on
their way to new parts of Kwan’s ‘memory palace.’ As the video documentation
shows,48 the viewer can control the f low of the real-time images and the narra-
tive with a game controller, immersing themselves in both the intimate record of
the year in a life but also in the strange geographical worlds passing by them. The
complex database of images is expertly handled, and the sense of experiencing
a dreamlike replay of memories is highly evocative and compelling. The prom-
ise of Kwan’s work in Bad Trip is that it approaches the narrative complexity of
multiplayer games or cinema, something that most work created in VR 1.0 was
not entirely capable of (at least in part due to the lack of computing power and
storage capability in the 1990s).
Kwan’s next project, the Alien Abduction Simulator, presents an even more
psychologically and physically strange experience, albeit in a more limited nar-
rative framework. The project is more of a performance than an interactive
installation per se and consists of Kwan lying in situ with a Quest VR helmet
on and a complex muscle stimulation system attached to his body. The descrip-
tions of the work are brief and cryptic, but relying on the video documenta-
tion,49 the work has a distinct horror quality, with noise music played over a
live experience in which Kwan is presumably experiencing VR representations
of alien abduction while being jerked spasmodically by the muscle stimulation
system.
The work has some similarities with the cyborgian work of Australian artist
Stelarc, but in the case of Kwan the experience has a more game-like, quasi-
cinematic quality than anything in Stelarc’s output.50 As in Bad Trip the psycho-
logical sense of immersion is key here, and while Alien Abduction Simulator does
not have the same obvious narrative complexities of Bad Trip, it plainly is an
experience that can be easily played out in a conventional gallery context, rather
than in the more particular sphere of the media art festival.
Another artist who (even more) comfortably slots into the gallery scene is
British artist Shezad Dawood. Dawood is interesting here, as he represents an
artist working across many disciplines, whereas the artists previously discussed
(and most of the other artists working in immersive digital art and VR) operate
primarily, if not solely, within the somewhat isolated domain of digital media
art. Dawood represents a new generation of post-conceptual artists, who eschew
attachment to a single medium, but instead present a unified output by means of
the related concerns of the individual works, rather than the medium in which
they are presented. Dawood’s output includes “painting, film, film, neon, sculp-
ture, performance, virtual reality and other digital media to ask key questions of
narrative, history and embodiment.”51 The connection between all the pieces of
Dawood’s varied output is unified by the experience of embodiment (in archi-
tecture, space, or nature), which leads us back conceptually to the start of this
328 Steve Gibson
chapter and the immersive ideas of the perspective theorists and artists of the
Renaissance and beyond.
Dawood’s ambitious Leviathan Legacy series (Pt. 1 2018 and Pt. 2 2019) com-
bines science fiction, science fact and VR storytelling and expands on Kwan’s
notions of a VR-based complex narrative. Consisting of a number of films,
follow-on VR installations and a series of exhibitions, the project is an ambitious
(if not the most ambitious) VR-related art project attempted to date. Dawood
describes the project as follows:
The Leviathan series presents a fully evolved VR medium, one in which complex
narrative is attached to actual scientific research (and sci-fi speculation) and is
experienced in a deeply immersive artificial reality that is played out over a series
of films, VR pieces and supporting exhibitions. The various versions of the Levia-
than project have been extensively documented, and many include discussions
by Dawood about the project. The exhibition at Bluecoat Liverpool from 2019
collected a number of the individual pieces of the project and housed them under
one roof. As the interview with Dawood 53 makes clear, the project is described
by characters who move through the near future over the cycle of films, with
the speculations based on both scientific and culture input from various sources.
The video from the Bluecoat Exhibition also presents some of the VR aspects
of Leviathan54 and shows beautifully rendered 3D images of both an undersea
environment and a speculation on the physical and material world (including
sci-fi elements) of the further future, 100 to 150 years from now. The VR aspect
is experienced by navigating on an HTV Vive headset and allows for free move-
ment within the visual worlds of the ocean and the future landscape. While the
interaction with the live 3D visual world is not particularly innovative – from the
limited sense of the headset footage on the video documentation – it follows a
fairly standard model of VR viewing by allowing the viewer to walk, f ly or swim
through the environment – the strength of the project is its ability to connect the
disparate elements into a single powerful statement about possible futures, with an
immersive embodied experience of those in VR as the logical endpoint.
Immersive Environments and Live Visuals 329
by moving in 3D space. All of these mediums are mapped in space using custom
software in order to provide logical relationships between performer movement
and responses in the various mediums. The mediums are linked by predefined
connections between the elements (e.g. music notes to video and light colour),
therefore using a simulation of the effects of synesthesia as a formal method to
organise the piece and to assist the performer and audience in navigating and
understanding the connections between the mediums.
OPK is intended to be a totally immersive experience for the performer, as
well as a partially immersive one for the audience. As the various video docu-
ments of the piece demonstrate,58 the performer is surrounded by media, with
each audio-visual element quite literally at his fingertips. Robot lights follow the
performer and change in synch with the music elements (e.g. new musical notes
to new coloured lights) as well as the video (light and video colour are generally
matched). In addition, the performer can dynamically control media elements in
sync. For example, speed of motion is often used to add delay to the audio and a
scattering effect in the video.
OPK presents an alternative model for control of live audio-visuals, one in
which immersion in 3D space is also key to performer and audience under-
standing of media relationships. It also demonstrates how a reinvigoration of the
Immersive Environments and Live Visuals 331
physical into digitally based performance can assist with not only performance
and audience comprehension of ‘liveness’ but also can provide a model for a
healthier way of interacting with digital, immersive and virtual technologies.
OPK also posits a formal model for total control of media in immersive, body-
based performance, and as such it is somewhat distinct from the more narrative
and/or conceptual VR and immersive pieces discussed in this chapter. OPK does
lead into a discussion of Live Visuals more directly, on the other hand, given its
real-time use of VJ software (Modul8), DJ/audio software (Ableton Live) and its
explicit performance aspect.
Much of contemporary Live Visuals performance (including VJing and live
cinema) is restricted somewhat by the technology of its performance toolkit
(i.e. control surfaces, tablets), which renders the performance aspect somewhat
static at best and invisible at worst. OPK demonstrates a far more direct, tangible
and visible performance interface: one in which the body as displaced in space
becomes the control technology for a total media environment.
Notes
1 Oliver Grau, Virtual Art: From Illusion to Immersion (Cambridge: MIT Press, 2003), xi.
2 Oliver Grau, Virtual Art: From Illusion to Immersion (Cambridge: MIT Press, 2003), 4–5.
3 Martin Lister, Jon Dovey, Seth Giddings, Iain Grant, and Kieran Kelly, New Media: A
Critical Introduction, 2nd edition (London: Routledge, 2009), 115.
4 Martin Lister, Jon Dovey, Seth Giddings, Iain Grant, and Kieran Kelly, New Media: A
Critical Introduction, 2nd edition (London: Routledge, 2009), 115.
5 Martin Lister, Jon Dovey, Seth Giddings, Iain Grant, and Kieran Kelly, New Media: A
Critical Introduction, 2nd edition (London: Routledge, 2009), 117.
6 Martin Lister, Jon Dovey, Seth Giddings, Iain Grant, and Kieran Kelly, New Media: A
Critical Introduction, 2nd edition (London: Routledge, 2009), 121.
7 Martin Lister, Jon Dovey, Seth Giddings, Iain Grant, and Kieran Kelly, New Media: A
Critical Introduction, 2nd edition (London: Routledge, 2009), 123.
8 Martin Lister, Jon Dovey, Seth Giddings, Iain Grant, and Kieran Kelly, New Media: A
Critical Introduction, 2nd edition (London: Routledge, 2009), 123.
9 Ivan Sutherland, “The Ultimate Display,” in Proceedings of the International Federation for
Information Processing (IFIP) Congress (London, 1965), 506–508.
10 “Videoplace Myron Krueger,” Aneddotica Magazine website, 2015, www.aneddotica-
magazine.com/videoplace-myron-krueger/.
11 Lanier also coined the term virtual reality.
12 Christiane Paul, Digital Art, 3rd edition (London: Thames and Hudson, 2015), 125.
13 Jeffrey Shaw, Legible City, 1989, The Jeffrey Shaw Compendium website, www.jeffreyshaw
compendium.com/portfolio/legible-city/.
14 Christiane Paul, Digital Art, 3rd edition (London: Thames and Hudson, 2015), 72.
15 Christiane Paul, Digital Art, 3rd edition (London: Thames and Hudson, 2015), 127–128.
16 For a video demonstration of the hand-based tracking system see also https://lozano-
hemmer.com/videos/artwork/displaced_emperors_linz_hd.mov.
17 Nicolas Bourriaud, Relational Aesthetics, translated by Simon Pleasance and Fronza
Woods, with the participation of Mathieu Copeland (Dijon: Les presses du réel, 1998,
2002 English translation), 14–15.
Immersive Environments and Live Visuals 333
53 Shezad Dawood: Leviathan, Bluecoat Liverpool YouTube page, September 18, 2019,
www.youtube.com/watch?v=9A_DMa5CGyc.
54 For a description of and visual representations from the VR parts of Leviathan see 6:15
and following from www.youtube.com/watch?v=9A_DMa5CGyc.
55 Steve Gibson, “Opto-Phono-Kinesia (OPK): Designing Motion-Based Interaction for
Expert Performers,” in Twelfth International Conference on Tangible, Embedded and Embodied
Interactions (TEI, 2018), 2, https://dl.acm.org/authorize.cfm?key=N43393.
56 See www.telebody.ws/VirtualDJ/and www.telebody.ws/VirtualDJ/virtualvj/virtualvj.
html for more.
57 Steve Gibson, “Simulating Synaesthesia in Real-Time Performance,” in Lanfranco
Aceti, Steve Gibson, and Stefan Müller-Arisona, co-eds., Live Visuals for Performance,
Gaming, Installation, and Electronic Environments (Leonardo Electronic Almanac, 2013),
215, www.leoalmanac.org/vol19-no3-simulating-synesthesia/.
58 Steve Gibson, Opto-Phono-Kinesia (Vimeo Showcase, 2018–19), https://vimeo.com/
showcase/5176262.
14
ARCHITECTURAL PROJECTIONS
Changing the Perception of Architecture
With Light
Introduction
Throughout the past three decades, public space has become increasingly used
for projections of art installations, performances and as a large-scale communica-
tion surface. Evolving from a stage design approach, projections in public space
have increased in popularity as powerful projectors became more affordable, and
simultaneously the increase in computer power and speed made it much easier to
map a projection onto a building’s canvas.
The idea to repurpose a building, or other built structures, as canvases in
order to dazzle an audience with visual effects has equally fascinated artists and
marketing professionals. While there are projections focusing mostly on map-
ping visual content on a building, more often these projections go hand in hand
with a music performance, with the projection being an accompanying visualisa-
tion for a concert or the music supporting the visualisation, as laid out in detail in
Chapter 12. In addition, some works make use of interaction with its spectators
(Chapter 8). In the ‘projection community’ the term ‘architectural projections’ is
now commonly accepted for such large-scale building projections; however, the
content being expressed with these new means of visual communication often
merely uses architecture as a canvas without deep ref lection on the underlying
architectural concepts.
In this chapter, we provide the historical background by discussing early
or renowned architectural projections, such as the seminal work Son et lumiere
by Paul Houdin-Robert at Château de Chambord in France, 1952. The rela-
tionship of an active perception of architecture and computer-generated visu-
als is also illustrated by works such as Krzysztof Wodiczko’s Interrogative Design
approach, Jeffrey Shaw’s The Legible City or Rafael Lozano-Hemmer’s Displaced
Emperors. This chapter then goes beyond using architecture as a blank surface.
DOI: 10.4324/9781003282396-18
336 Simon Schubiger et al.
developed their own symbolic meaning for light and shadow, sun and fire,
including Chinese and Southeast Asian shadow plays as obvious examples.
Contemporary audiences have many different associations with artificial light
in public space, with Christmas lights being only one example. Neon lights, well
known from the famous strip in Las Vegas, are another association. The city itself
becomes a huge light sculpture at night and fascinates us when viewed from the
street level, from the top of a hill or from an airplane. People are accustomed to
the fact that buildings, especially in urban areas, are illuminated at night most of
the time. They do not get stimulated anymore by an illuminated church; how-
ever, they do become fascinated by illuminations beyond the norm, such as those
impressively shown by light-based artists like James Turrell8 who have created
stunning combinations of artificial and natural lighting.
In that respect Paul Houdin-Robert’s concept of Son et lumiere, for the first
time conducted in 1952 at Château de Chambord in France, must be seen
as one of the early initiators for large-scale projections on architecture.9 The
project was concerned with the combination of sound and light to tell the his-
tory of a location with the support of a magical atmosphere. The projections
were shown primarily in France, with additional events around the world in
the 1950s and 1960s. They were an inspiration for many concert stage designs,
as well as for early projection artists in the 1990s, such as the Paris-London
based The Projection Studio, who became well-known for very large-scale pro-
jections, including full projections onto the Houses of Parliament in Westmin-
ster, London.
338 Simon Schubiger et al.
of these usually uniformly lit, static structures for the audience.26 See Chapter 5
for a further discussion of the work of the Klip Collective.
The emergence of artists and art collectives, many of them using a do-it-your-
self approach for realising projections in public urban spaces, also indicates a close
relationship to the many forms of urban art and street art, as often some ‘guerrilla
activities’ were involved. However, while sprayed graffiti and tags mainly fulfil
the purpose to visually communicate with other subcultural groups,27 public
projections immediately attracted a larger audience, most likely due to the larger
scale they were operating at. In 2007, the Graffiti Research Lab established with
L.A.S.E.R. Tag 28,29 an explicit link between tagging and projections by combin-
ing projectors and laser pointers to tag buildings at large scale. In the commercial
arena, companies started to exploit the technical possibilities to push the scale
of projections: in 2008, projector manufacturer Christie used 27 projectors on a
building in Quebec to create an oversized screen, 600 meters wide and 30 meters
high.30
As shown throughout this section, at present there exists a broad range of
activities and possibilities creating projections in public space; however, there
is very little work dealing with explicitly taking the underlying canvas, i.e. the
architecture, into account. The following sections examine the potential to
do so in the areas of architectural communication and education, of creating
media-augmented responsive architecture and of extending architecture with
Live Visuals.
and scale 1:1. While in the model they could still step back to get an overview,
in the real-scale projection there was not enough space to step back far enough.
This situation is evident in many urban settings. Thus, the simulation of
façades in 1:1 scale forces architects to consider scale and realistic perspectives.
Projections therefore can be seen as a powerful communication medium for
architects. Table 14.1 presents typical architectural concepts that we regard as
well-suited to be visualised using projections.
When shown in public spaces, projections are a useful medium to communicate
with many people at once and to support collaborative urban development pro-
cesses. In this regard, a project can be explained in much more immersive manner,
and thus is potentially more convincing or at least more plausible. Architects can
review and communicate their design decisions and explain why they replaced cer-
tain architectural elements with something they considered better suited for a par-
ticular locale. Competition juries can explain their arguments to a public audience
as well as city officials and planners, so they can be involved in decision-making.
Compared to media façades (i.e. façades with integrated active visualization
elements such as LEDs), projections do not physically affect the real façade behind
it, which allows the façade to be perceived as a normal façade during daytime.
One obvious limitation for testing different façades is that they are visible only at
TABLE 14.1 Typical architectural concepts that are well-suited to be investigated in using
architectural projections
Concept Application
night. Another limitation is the relief of the existing façade, which would need
to be visually neutralised first when projecting a new façade on top of it. To solve
this pragmatically, a building or façade could be disguised in order to visualise a
new project or a renovation on top of it.
Finally, it is worth comparing projections to ongoing advancements in aug-
mented reality (AR) and virtual reality (VR), which allow augmenting a person’s
visual field directly using glasses with heads-up displays. While these approaches
achieve similar effects as those afforded by projectors and are in many cases more
practical for individual users inspecting an object, they are currently not well
suited for larger audiences.
Proportion
The rules of proportion constitute another domain of architectural knowledge that
can be well studied and explained with projections. Many façades from the Renais-
sance until the 20th century were clearly structured, i.e. they followed specific
rules. Even though uneducated viewers may spot the regularity of a façade, they
most likely are not aware of the rules behind it. Here projections can help visualise
the rules behind a façade design, again with the advantage that is can be done at 1:1
scale, which is particularly important in the case of studying proportions.
Architectural Projections 343
FIGURE 14.4 From left to right: St. Katharinen Kirche, Oppenheim 1315. The façade
was then transformed (middle) to fit the canvas façade by Mario Campi
located at ETH Zurich, Science City Campus (right) (Images: Left CC
Patrick-Emil Zörner; middle, right © Lukas Treyer 2008).
Source: Author’s own image.
works might examine which rules about proportion of a given epoch should be
considered when adapting a façade to a new shape.
Perspective
With the development of perspective drawings in the early 15th century in Flor-
ence by Brunelleschi,32 the architects of that time were given a tool by which
they were able to create façade designs that included perspective effects. Even
more, they were able to rationalise space, to understand the impression of space in
a more objective manner. According to Argan and Robb,33 Brunelleschi’s inter-
est in the development of the linear perspective was closely interlinked with his
architectural interests. The Tempietto del Bramante in the San Pietro in Montorio
church in Rome,34 for instance, extends the lines of the top circle on the inner
walls with reliefs in such a way that one would think there are no inner walls.
A similar trick was used by Michelangelo on his Palazzo Senatorio in Rome35 in
which two staircases were arranged symmetrically so that their railings form the
outline of one single imaginary large staircase. Renaissance architects gained the
skill to achieve this from their spatial illusive paintings and frescos, where single
viewpoint spaces and structures seemed to be visually augmented. The play with
the perspective, e.g. through different viewpoints, is still a subject in today’s
street art. Artists like Julian Beever,36 Edgar Mueller37 and Axel Peemöller,38
to name just a few, successfully incorporate perspective distortion in their work
in such a way that holes seem to open in the street or objects appear to pop out
when viewed from a specific vantage point.
In order to examine these façade theories in practice at a large scale, a group
of 10 architecture students of ETH Zurich took the opportunity to create archi-
tectural projections as an art installation for the Stadtfest Baden 2012, a festival in
the town of Baden, Switzerland. Together with the art director and organisers
of the festival they realised projections that explored the artistic possibilities of
architectural projections on a temporary building structure built specifically for
the festival (Figure 14.5).
As indicated, the building in Baden was a wooden structure designed as a
temporary building for the festival. The façade had a width of 60 metres and a
FIGURE 14.6 The Velvet Underground dance room at Zouk Club Singapore,
designed by Phillips Connor. The LED ceiling can be controlled
directly through a DVI output for VJ performances (laptop in front,
in this case). Additional projection-mapped surfaces are at the far end
on the wall (illuminated tetrahedral structures and artwork) (Image ©
Stefan Arisona 2012).
Source: Author’s own image.
FIGURE 14.7 The NOVA voxel display at Zurich’s main station. Left: visualisation of
the conceptual design by Martina Eberle based on projections. Right:
final LED voxel matrix (Image © Horao GmbH, 2010. Used with
permission).
Source: Mail conversation with artist available on request.
Architectural Projections 347
such as sunlight, dust and dirt from trains and more than 300,000 daily passen-
gers, extreme heat and cold, wind and, last but not least, building regulations,
all of which considerably limited the design space. Finally, an LED-based red,
green, blue (RGB) voxel matrix was built which enabled stunning 3D effects
despite its relatively low resolution of 10 × 50 × 50 voxels. Soon after the inau-
guration the installation was extended with interactive elements to further foster
the engagement of the public with the installation. The initially planned opera-
tion time was extended twice thanks to its success with the public, and NOVA
ran for almost seven years in the end.
As these examples show, the rapid development and the dropping costs of
LED video wall technology has made it possible to use lighting elements at a very
large scale. The inclusion of lighting canvases as a design element contributes to
the holistic experience of a space and strengthens symbiosis between the visu-
als, the canvas and the architecture. In addition, the luminosity of LED panels
is much higher than what can be achieved with projectors. These two aspects
allow for a complete rethinking of how visual content can be brought into archi-
tectural space.
The availability of low-cost power LEDs have made it possible to realise
large-scale Live Visuals installations for temporary projects. An illustrative
example is the Versus installation43 at the 2017 Badenfahrt Festival in the city
of Baden, Switzerland, where the original idea was to illuminate the arc of the
city’s main bridge with projective Live Visuals. Due to the large dimensions of
the bridge (main arc 72m wide, 24m high and 18m deep) and the limited pos-
sibilities of projector positions, using projectors would have been technically
and financially too challenging. Therefore, the project team, consisting of an
architect, a designer, two computer scientists and several computer science and
design students, decided to use the void inside the bridge arc instead of directly
projecting onto its surface. As illustrated in Figure 14.8, custom-designed,
4-m-high segment letters were designed and built. With a total of nearly 4,000
power LEDs they provided a very high light intensity that would have been dif-
ficult to achieve otherwise. The segments were then used to display six-letter
antonyms on each side. The main LED display was complemented with a game
installation placed on top of the bridge that allowed players to play for words to
be displayed below.
As previously indicated in Chapter 8, large-scale display and lighting technol-
ogy have evolved hand-in-hand with other rapid developments of the informa-
tion age. A particular element is the way we can interact with this technology
and how easily we can control individual “pixels” (pixels in the sense of a basic
light unit, such as an individual LED, placed in space) with software. This enables
the connection of media and arbitrary data sources to the environment that the
display is embedded in. Thereby, the physical display itself takes a position in
the background, connecting space and content and extending architecture with
information.
348 Simon Schubiger et al.
Conclusion
This chapter introduced architectural projections as symbiosis of Live Visuals
and architecture, where each amplifies and extends its counterpart in terms of
effect and perception. As outlined in the introduction, Andrea Pozzo’s frescos
can be seen as an early synthesis of architecture and visuals. This interplay of
architecture, light and vision can be traced back to the ancient Greeks and
Romans, and is even found in certain prehistoric monuments that are carefully
aligned for the celestial configuration and interplay of recurring astronomical
events.
In the present, we see the proliferation of projection mapping emerging along-
side the Live Visuals explosion (see Chapter 5) which facilitated the transition
from mostly f lat surfaces onto 3D structures. Presence and immersion, as dis-
cussed in Chapter 11, require a faithful blending of reality and the digital world.
While interiors can be spontaneously spatially arranged to a certain extent, more
complex architectural design can hardly be ignored for outdoor settings. Fur-
thermore, crossing the boundary between indoor and outdoor spaces adds new
challenges such as legal constraints in the public space, which can usually be
ignored for interior settings.
While architectural projections are growing in popularity for a broad range
of applications, only a small amount of work actually investigates the use of
projections for architectural theory and practice. Our work thereby renders
architecture the subject as well as the object of Live Visuals. Based on selected
architectural areas of interest, we have highlighted the potential of applying pro-
jections for architectural communication and education.
One of the main challenges for testing architectural projection remains in
the potentially very large area of the structures to be lit, which can be techni-
cally challenging as well as expensive. This is one of the reasons why at present
the best solutions often are the traditional projection of Live Visuals from a light
source, but also from light emitting objects, commonly realised using LEDs.
Light-emitting structures transcend the notion of ‘projection’ back to its math-
ematical meaning, which we find in almost every Live Visuals software system.
With the ongoing developments of façade and lighting technology and advances
in software systems, architectural projections will remain a fascinating area for
the future as a means to put Live Visuals into the public space.
Notes
1 Sandra Wipfli and Christian Schneider, “The Sensitive Tapestry: Built Architecture as a
Platform for Information Visualization and Interaction,” in Proceedings of the 13th Inter-
national Conference on Information Visualisation (Barcelona, 2009), 486–489.
2 Christian Schneider and Stefan Müller Arisona, “Responsive Illuminated Architecture,”
in Conference presentation, ISEA 2011 (Istanbul, 2011).
3 Lukas Treyer, Sofia Georgakopoulou, and Gerhard Schmitt, “Using a Shifted Lens to
Achieve Visual Depth in Facade Projections More Efficiently,” in Proceedings of the 16th
Conference on Information Visualisation (Washington, DC, 2012), 410–415.
350 Simon Schubiger et al.
4 Ramesh Raskar, Greg Welch, and Henry Fuchs, “Spatially Augmented Reality,” in First
IEEE Workshop on Augmented Reality (1998), 11–20.
5 Oliver Bimber, Ramesh Raskar, and Masahiko Inami, Spatial Augmented Reality
(London: AK Peters, 2005).
6 Deac Rossell, Living Pictures: The Origins of the Movies (Albany, NY, SUNY Press, 1998).
7 Anastasia Koltsova, Bige Tuncer, Sofia Georgakopoulou, and Gerhard Schmitt, “Para-
metric Tools for Conceptual Design Support at the Pedestrian Urban Scale,” in Proceed-
ings of the 30th eCAADe (2012), 279–287.
8 James Turrell, Perceptual Cells (Vienna: Edition Hatje Cantz, 1992).
9 Pascal Dupont, “Sons et lumières Chambord 2006,” 2006, www.flickr.com/photos/
ysalamar/2730948881/ (Accessed December 16, 2021).
10 Krzysztof Wodiczko on his 1988 Hirshhorn Museum projection, www.youtube.com/
watch?v=XYih-aS6JK8 (Accessed December 16, 2021).
11 Jeffrey Shaw, “The Legible City,” 1988–1991, www.medienkunstnetz.de/works/the-
legible-city/ (Accessed December 16, 2021).
12 Rafael Lozano-Hemmer, “Displaced Emperors,” 1997, www.lozano-hemmer.com/
displaced_emperors.php (Accessed December 16, 2021).
13 Ramesh Raskar, Greg Welch, and Henry Fuchs, “Spatially Augmented Reality,” in First
IEEE Workshop on Augmented Reality (1998), 11–20.
14 Oliver Bimber, Ramesh Raskar, and Masahiko Inami, Spatial Augmented Reality
(London: AK Peters, 2005).
15 Pablo Valbuena, “Augmented Sculpture Series,” 2007, www.pablovalbuena.com/work/
augmented-sculpture-series/ (Accessed December 16, 2021).
16 Joanie Lemercier, “Inode A/V Project,” 2007, www.youtube.com/watch?v=_9y1
Tesw4YY (Accessed December 16, 2021).
17 Joanie Lemercier, “AntiVJ,” www.antivj.com/ (Accessed December 16, 2021).
18 Daniel Rossa, Thorsten Bauer, David Starmann, and Jonas Wiese, “555 KUBIK,” 2010,
www.urbanscreen.com/usc/41 (Accessed December 16, 2021).
19 Peter Milne, “The Electric Canvas @ the National Museum of Singapore,” 2008, www.
youtube.com/watch?v=aeXagIhHwoo (Accessed December 16, 2021).
20 PLAYMIND, “Architectural Video Project,” 2008, https://vimeo.com/2732340
(Accessed December 16, 2021).
21 Blue Blast Media, “Target Velocity Projections,” 2007, www.youtube.com/watch?v=
bG1gLT9VLf4 (Accessed December 16, 2021).
22 Klip collective, www.klip.tv/ (Accessed December 16, 2021).
23 Ricardo Rivera, “Image Projection System and Method,” US Patent 20060038814A1,
2006.
24 Klip Collective, “Interactive building projections,” www.klip.tv/red-bull-art-of-the-can
(Accessed December 16, 2021).
25 Klip Collective, “What’s He Building in There,” www.klip.tv/whats-he-building-in-
there (Accessed December 16, 2021).
26 Klip Collective, “Sundance 2014,” www.youtube.com/watch?v=bPFACantOQs (Accessed
December 16, 2021).
27 Rémy Jaccard, Urban Art Surveillance (Zurich: University of Zurich, 2012), 334.
28 Graffiti Research Lab, “L.A.S.E.R Tag,” 2007, www.graffitiresearchlab.com/blog/proj-
ects/laser-tag/ (Accessed December 16, 2021).
29 Hannes Leopoldseder, Gerfried Stocker, and Christine Schöpf, The Network for Art,
Technology and Society: The First 30 Years of ARS Electronica (Vienna: Hatje Cantz, 2010).
30 Robert Lepage and Ex Machina, “The Image Mill,” 2008, http://lacaserne.net/index2.
php/other_projects/the_image_mill/ (Accessed December 16, 2021).
31 Colin Rowe and Robert Slutzky, “Transparency: Literal and Phenomenal,” Perspecta, 8,
1963, 45–54.
32 Rudolf Wittkover, “Brunelleschi and ‘Proportion in Perspective’,” Journal of the Warburg
and Courtauld Institutes, 1953, 275–291.
Architectural Projections 351
33 Giulio Carlo Argan and Nesca A. Robb, “The Architecture of Brunelleschi and the
Origins of Perspective Theory in the Fifteenth Century,” Journal of the Warburg and
Courtauld Institutes, 1946, 96–121.
34 Wikimedia, “Tempietto Bramante, Rome,” 2005, https://upload.wikimedia.org/wikipedia/
commons/b/b5/Roma-tempiettobramante01R.jpg (Accessed December 16, 2021).
35 Flickr User Snuffy, “Palazzo Senatorio, Rome,” 2009, www.flickr.com/photos/
snuffy/3705761656/ (Accessed December 16, 2021).
36 Julian Beever Official Website, www.julianbeever.net (Accessed December 16, 2021).
37 Edgar Mueller Official Website, https://metanamorph.com (Accessed December 16,
2021).
38 Axel Peemöller, “Eureka Carpark Typo Melbourne,” 2012, https://urbanshit.de/alex-
peemoeller-carpark-melbourne/ (Accessed December 16, 2021).
39 Mesh Warp Server, http://projection-mapping.org/tools/mesh-warp-server/ (Accessed
December 16, 2021).
40 Lyft Studio, “Pitch Club: Basement,” 2012, https://vimeo.com/53271727 (Accessed
December 16, 2021).
41 Zouk Club Official Website, www.zoukclub.com/ (Accessed December 16, 2021).
42 AntiVJ, “Nuits Sonores,” 2009, www.antivj.com/nuits_sonores/ (Accessed December
16, 2021).
43 Versus Installation by Matthias Gubler, Simon Schubiger, Stefan Arisona, Filip Sch-
ramka, Tobias Baumgartner, Cloé Hüsser, www.badenfahrt.ch/programm/versus-die-
installation (Accessed December 16, 2021).
15
DESIGN AND LIVE VISUALS
Donna Leishman
Introduction
The main purpose of this chapter is to chart how various forms of design practice
interface with Live Visual performance (LVP). This will be discussed in terms of
how design supports the production of LVP and also how design can assist LVP
artists in managing their creative identity, reaching desired audiences and selling
their work in the contemporary market. The chapter will also discuss how LVP
practices, core methods and technologies are also conversely inf luencing design
practice. The examples and insights shared in this chapter are offered as illustra-
tions of the richness of circumstances that finds design and LVP intersecting in
contemporary culture rather than an exhaustive survey.
What is design? To those on the outside, the discipline of design might seem
like an imposing and black box of a field; however, there are many kinds of
design, each aligned with different purposes and goals. The core or main pil-
lars of design are commonly understood as visual communication, product,
environment, interaction and fashion design. Within each pillar there will be
subgroups, often built along perceived expertise – for example, marketing and
graphic design are both practices within visual communication, whereas interior
and architectural design would be regarded as domains within environmental
design. Papanek (1972) describes design as “the planning and patterning of any
act towards a desired, foreseeable end.”1 In the contemporary sphere designers
purposefully order materials or processes aligned to an intent. This intent can be
socially, personally or commercially driven and is typically set out in a structured
manner in response to a design brief. Design is essentially problem solving in
action which may result in products, prototypes or new processes being gener-
ated. Designers often work for clients whose needs frame the remit for the proj-
ect or can work more collaboratively where the brief setting is more equitable.
DOI: 10.4324/9781003282396-19
Design and Live Visuals 353
Designers are also increasingly electing to self-initiate their own briefs similar to
how artists might instigate their personal practice.
The creative process or design method is typically iterative and inf luenced
by the affordances of the media and/or the brief. In this sense, at a basic sys-
temic level, design is already similar to LVP, as both are inf luenced and arguably
driven by innovation through contemporary tools and hardware. Both designer
and Live Visual performers can also be process driven – allowing the creative/
production systems to yield understanding (through prototypes and test pieces)
towards a final outcome. However, there are nuanced tensions and counter-
points between design and LVP. For example, LV performers normally identify
as being artists rather than designers and, as such, will more readily set their own
constraints (and goals) for the realisation of their intent – traditionally artists
have also been given more sanction to work with higher-order concepts such
as emotions, expression (of a personal inner life), social critique, aesthetic tran-
scendence, etc., whereas the designated role or function of the designer, argu-
ably from modernism onwards, has been to assist and improve lived experiences
through considered and socially engaged design practices – often through the
purported virtues of innovation, efficiency and productivity. This underlying
impetus could be described as design for good. That said, design has also helped
create and sell the virtues of luxury and throwaway products.2 Victor Papanek3
termed the latter as a form of “misdesign” (i.e. practices that do not account for
the needs of all people and disregard environmental consequences). Papanek’s
original red f lag was raised in 1972 but has taken on a very contemporary reso-
nance through today’s escalation of the climate and environmental crises.
The theoretical and critical work of design studies4 also points out how the
outcomes, products and interventions of design also have secondary impacts in
the world by way of inf luencing the development of culture – this is a contribution
that sits alongside the acknowledged culture forming activities of the arts. The
power of this secondary relationship has been made even more explicit through
the work of design’s critical design community,5 who foreground designed
objects and experiences not for commercial ends, but as sites for debate and dis-
cussion. Superf lux’s project Stark Choices (Figure 15.1) is an example of this criti-
cal design approach – where they produce an experiential fictional simulation for
the client Varkey Foundation. Stark Choices speculatively depicts human life in
the year 2030, illustrating how current projections around automation might be
realised – this is delivered through audio-visual installations.
FIGURE 15.1 Stark Choices (2018) by Superf lux is an example of immersive theatrical
simulation as critical design. Client Varkey Foundation.
Source: Image credit: Superf lux. Used by permission.
times invisibly, being met. As design’s pillars and their associated sub-domains
are accompanied by the key changes in human production (advanced capital-
ism, automation) and distribution capacities (online, mobile), more overlap and
hybridity have taken place. This has resulted in diversification away from object-
or outcome-orientated ‘work’ towards a more sociological and service-centred
focus. Fallman (2003)6 also captures this by positing a correlation between design
research (as knowledge generation) with the design process (that is driven by an
outcome) and how both processes are unified by a proactive problem-solving
nature as opposed, say, to theoretical critique only. These recent shifts have also
fostered more participatory, co-design approaches whereby end users are seen as
key and formative in the design creation process.
During this transition from traditional materiality to the blending with intan-
gible digital social spheres, services and products design started to look towards
the arts and other fields – a turn towards interdisciplinarity.7 Partly, this is a logi-
cal response to the complexity and intersectionality of problems and briefs now
being presented. It is also the outcome of an innovation ideology as espoused and
exemplified by the tech industry. This move could also be regarded as an active
response to the internal limitations of design’s overreliance on the single expert
provider, based on its past craft-guild model. The fusion of art with design
practice could also be seen as response to design’s over-reliance on the rational
structured model,8 a model that assumes that there is an established problem
Design and Live Visuals 355
or visual samples also provides a more open access to this content than through
traditional means such as cinema, galleries or television.
Audio and or visual samples, as well as being economically pragmatic as an
approach, also potentially provide audiences with accessible contextual/narra-
tive meaning within their interpretation of a LVP performance, whereas for
the performers sampling provides a rich cultural database of potential ‘content’
as an ever-widening expanse. Taking the broader perspective, the design cura-
tor Jean-Yves Leloup described electronic music as the “pulse of modernity”15
and points out that “[t]hrough its culture of mixing, remixing, sampling and
live audio-visual performances, the genre gradually spread into graphic design,
video, contemporary art, cinema, dance and major concerts. Which now bring
together music and digital arts, stage design and technological innovation.”16
Leloup amplifies both the intrinsic value of a creative crucible and the conf lation
of remixing and crossover as part of modernist innovation.
This conscious reappropriation/recontextualising strategy can become a key
aspect of an individual LVP’s practice. The Spanish performer RRUCCULLA17
(Izaskun González) is a good example of this intent, as she uses a holistic approach
in her recontextualising. González’s Live Visuals are self-created, digitally ani-
mated Dadaesque collages of textures and sourced images that sit as a comple-
ment to her similarly amalgamated musique concrète–infused sound samples.
Together the audio-visuality fosters a maximally packed set references for her
audience to experience.
Another example of reappropriation in LVP audio visual practice is the long-
standing relationship between filmmaker Adam Curtis and the band Massive
Attack. Curtis’s individual essay film oeuvre has been described as response to
the 21st century’s digital deluge, in which he f lags the destabilisation of percep-
tion and loosening of context through use of archive footage.18 This makes him
the ideal collaborator for Massive Attack, who similarly, through their use of
hip-hop and other stylistic musical references, comment on a host of past and
present eras and sentiments. Massive Attack have extended their approach further
through the self-ref lexive restaging of their Mezzanine (1998) album through the
Mezzanine XXI anniversary tour (see Figure 15.2).
Described in their press release as a “personalised nostalgia nightmare head
trip,”19 the audio-visuals of the live performance re-sequence the band’s original
tracks and the original meanings, whilst reframing these works through Curtis’s
updated videography, which uses sampling and animation to reference a host of
key culture moments during the 20-year time span (e.g. 9/11 tragedy, oxycontin
scandal, El Paso mass shooting). This time-travelling ability is used in this proj-
ect to foster a sense of noir-like nostalgia, whilst asking the audience to consider
what may come next on the stage of world geopolitics.
Alongside audio and visual sampling, there is also a trajectory in LVP of
abstract visualisation and minimalism – represented by algorithmic image mak-
ing or computational, generative and/or math art. This mode of production as
an aesthetic prerogative can be fuelled by the performer’s own sensibility and/or
Design and Live Visuals 357
FIGURE 15.2 Massive Attack Mezzanine XXI tour (2019), with visuals by Adam Curtis.
Source: Image credit: Babycakes Romero / www.babycakesromero.com @babycakesromero. Used
by permission.
her or his close technical relationship to code in the production and composition
of the practice.
The history of design also intersects with the minimalist art movement of the
1960s – whose clean lines and ‘less is more’ as a visual ideal was amplified in the
post–World War II recovery plans. This movement drew together industrialisa-
tion and fabrication innovations to achieve a purported healthier, more hygienic
social reality through new technologies and materials. At its peak minimalism’s
form/function ethos combined with innovative production methods and became
synonymous with the very idea of ‘being modern.’ Thus, the abstracted mini-
malism of computer art may be regarded as a form of continuation of this ideal
of modernity. Today’s contemporary creative coding scene continues to explore
emerging technological tools, including generative graphical output, which at
times is synced to music and used in art as well as commercial contexts – e.g.
iTunes ‘music visualisers.’
The creation of visuals from computational data or computationally manipu-
lating the visual language for LVP can be done through many production con-
figurations – one approach is through collaboration with creative technologists.
An example of this can be seen in the CGI artist Nate Boyce and Oneohtrix Point
Never’s (Daniel Lopatin) project Reliquary House (Figure 15.3), a commission
358 Donna Leishman
FIGURE 15.3 Reliquary House (2011) by Nate Boyce and Oneohtrix Point Never,
commissioned A-V performance for MoMA/Pop Rally.
Source: Image credit: Nate Boyce. Used by permission.
various key institutions. These inf luence our sense of authentic self, and within
LVP (as discussed in Chapter 11), the particular experience, social presence and
engagement of the temporary community is a key attribute – a conduit to further
embodied cultural capital. Bourdieu also offers up objectified capital – which is
typically evidenced by property and things we own. Within LVP, this could be
the purchase of a digital collectable such as a non-fungible token by an LVP art-
ist, retention of a ticket after the performance, associated merchandise or shared
personal documentation of being at the performance. His last layer is institu-
tional cultural capital – traditionally thought of as bestowed formal recognition
or qualifications in educational contexts. However, within LVP, this could be
experienced through the sense of peer prestige, that is, the recognition offered in
specialist forums and in social media. Designers have key expertise in manipulat-
ing and negotiating the multiple value systems in these exchanges, most notably
in the process of signification of objectified capital, a view supported by design
theorists Sianne Ngai and Guy Julier, who argue that contemporary aesthetics is
a motor for consumptive practices.23
As part of this reality, designers will work with LVPs and or their publishing
labels inside the known and emerging trends and structures of leisure/pleasure
consumption. Performers are required to compete in their marketplaces by com-
ing up with creative ways to distribute and monetise their audio-visual work
and any related collectable ephemera. Many audio-visual artists, their label or
rep will deploy advertising or branding specialists to pitch ideas based on the
360 Donna Leishman
FIGURE 15.5 Aphex Twin’s famous logo. Original sketch and final logo by the
graphic designer Paul Nicholson.
Source: Image credit: Paul Nicolson. Used by permission.
artist’s actual/desired persona for their work or what message needs selling. The
designer or design studio can produce performance-related artwork: logo, brand
identity (see Figure 15.5), press release, posters, album or a single artwork along-
side associated digital/social media content such as music videos, lyric videos,
behind-the-scenes documentation, edits of live events and perhaps even offer
material merchandise products and physical collateral for the event/tour itself.
Art directors have a designated role within visual communication to help cre-
ate, control or extend this developing vision for the LVP performer. As discussed in
Chapter 11, the performer or their visual identity can be designed into the LVP. As
an embodied figure or symbol, she or he becomes a key character within the stage
setup and/or becomes part of the screened visuals within the performance – the
art-directed overview is intrinsic to any cohesive artistic production. Also impor-
tant in the marketing of LVP is the promotion of the performer – a strategy that
ensures they effectively reach their audience. This is now achieved almost entirely
digitally through multiple social media platforms and is commonly a full-time
endeavour to keep this relationship maintained – a task often delegated to web
content managers, the Live Visual performer’s or the label’s budget permitting.
The extent to which these audio-visual communications are synchronous
with the aesthetics of actual LVP itself can vary – most would be aligned and
harmonious so as not to confuse or mismanage the audience’s expectations.
Some designers and creative agencies go on to develop close and long-lasting
collaborative relationships with the artists and may even direct or co-create the
visual imagery for the Live Visuals. An example of such a relationship is Björk
and Warren Du Preez and Nick Thornton Jones (WN Studio). The latter are
attributed through their direction, photography and videography as enhancing
Design and Live Visuals 361
a specific perceptual setting, a literacy”30 and as such has major inf luence and
ramifications in terms of how members of the public develop these literacies and
the designer’s/artist’s role in setting these perceptual conditions, along with the
ethics implied in being excluded or enabled access to culture and markets.
The changeover in our personal freedoms as the working day ends and as dark-
ness falls has long been exploited by entertainment providers, a space in which
disinhibition is promoted through forms of recreation and the offer of intoxica-
tion. Night-time performance venues, music venues and professional nightclubs
are a part of the night-time creative ecosystem. For historian Roger Ekirch, the
night holds the possibility to “loosen the tethers of the visible world.”31 It gives
permission to participate in what could be described as carnivalesque, social
behaviours that offer an important subversion/parody of the normal/dominant
work life codes. Ekirch summarises this difference: “Night, by contrast, was
neither a set piece of ritual license nor a temporary escape from reality. Instead,
it represented an alternate reality for a substantial set of the preindustrial popula-
tion, a realm of its own that, at a minimum, implicitly challenged the institutions
of the workaday world.”32 The recent global COVID-19 pandemic has thrown
into the spotlight the cultural economy of urban spaces after dark and how this
night-time economic system is important to the creative industries.33
LVPs are typically experienced in the evening and can be presented within
different environments, each of which will each offer different expectations for
the audience/customer. As discussed earlier, LVP’s heritage is that of experi-
mental and potentially disruptive provocation, once offered as a low- or no-cost
experimental practice linked into youth culture and underground countercul-
ture (see Chapter 4). LVPs, when offered as part of mainstream club culture or as
part of a festival, can also be considered as part of a hedonic ‘product’ – a concept
associated with notions of luxury. Hagtvedt and Patrick discuss how artworks
have the ability to create luxury perceptions by referring to the notion that “art
is intrinsically tied to a heritage of high culture, with connotations of exclusiv-
ity, luxury, and sophistication.”34 Mainstream club and festival culture typically
comes with a relatively high cost of admission – factoring in the drinks or food
consumed during the event – making the total experience a considered financial
outlay/consumer investment. LVPs when explored within dance club context
have also benefitted from increased cultural profile, as observed through recent
ambitious exhibitions such as Night Fever (Vitra Design Museum, V&A Dundee)
and Electronic (Design Museum, London). Both exhibitions use different case
studies to evidence the unfolding impact of club culture on broader contem-
porary culture. Jochen Eisenbrand, chief curator at the Vitra Design Museum,
points out that the economic margins of the club scene are under pressure and
need its advocates.
new competition for clubs. Lastly, of course, is the fact that vivid nightlife
always needs open urban spaces to evolve.35
What Sónar did differently was to treat this music as an important cultural
asset – programming artists in the context of a museum as opposed to in
a nightclub or a rave. That’s why Sónar By Day and Sónar By Night have
existed since the first edition. We wanted to show that this music could
exist in both contexts.36
Sónar is also an interesting case study in terms of how it has helped urban regen-
eration in its host city, Barcelona. Palau recently cited that “the last independent
report in 2015 put the financial impact of the festival at 126m euros; a 226%
increase over the previous decade, with a net value to the city of 559.7 euros
per attendee,”37 with their tickets ranging from 125 to 270 euros, showing the
additional income generated around each city visitor. Kerstin Mogull, managing
director of the Tate (London), points out how these institutions have addressed
the reality that
“[t]oday we live 24-hour lives. Tate Britain and Tate Modern are part of
the night-time economy: evening opening hours, specific events like Late
at Tate. . . . More generally, creative towns and cities depend on their
nightlife. They are the key to attracting creative people to cities in the first
place.”38
Rethinking the value of our nightlife and the night-time economy was
foisted into the public consciousness after the 2020 global COVID-19 pandemic
effectively closed it down. Customers, artists and participants alike were required
to retreat to a socially distanced and more isolated domestic interior as almost
all hospitality and urban entertainment temporarily closed down. The concept
of nightlife (and all its connotations) has a history of transgressive symbolism.39
After the COVID-19 pandemic, as the global night economy tentatively tries to
reopen, this idea of nightlife is dynamically being resignified, and at the time
of writing this chapter, it is unclear whether it will trigger a new moral panic
around youth culture and their disavowing post-pandemic safety protocols.
History has shown that if this were to happen, then such communities, feeling
364 Donna Leishman
Relationship Intersections
As discussed earlier, the content creation of LVP as experiences or augmented
‘products’ can take multiple forms. LVP can be produced by a studio, a collective
or collaboration between creatives or be the product of an individual performer
himself or herself. Furthermore, the complete ecology of creative production
and release will often include the artist’s label or the distributor. The performer
or the label, or both, can take on the function as the client and work to brief dif-
ferent designers. This can change with each creative work or tour or evolve into
a longer-lasting relationship. The available budget will inf luence the ambition
and technical complexity of these briefs and what designers the LVP can afford to
work with. In smaller budget settings, designers can look for efficiencies through
Design and Live Visuals 365
FIGURE 15.6 Still from <SUBSCAN_2021> a 3D Lidar film from ISO (isodesign.
co.uk) features the famous Subclub logo. <SUBSCAN_2021> was
commissioned by V&A Dundee for their exhibition Night Fever – Designing
Club Culture and shot during COVID-19 lockdown. Used by permission.
FIGURE 15.7 Beyond the Road, by Colin Nightingale and Stephen Dobbie (A Right/
Left Project) and James Lavelle (UNKLE), immersive exhibition held
at the Satchhi Gallery.
Source: Image credit: Julian Abrams. Used by permission.
Design and Live Visuals 367
LVP. There has been a notable rise in public-facing urban projected events such
as – Deadmau5’s Nokia Lumia sponsored LV performance in London (2011).51
Similarly, there has a co-opting of LVP community engagement structures
through the commercialisation of the seasonal summer festivals, whose origins
in countercultural movements are increasingly supplanted through explicit or
covert corporate sponsorships. Sponsors, in turn, find it desirable to be associated
with these communities and the inherent community values. The Eaux Claires
festival was founded by Aaron Dessner (The National) and Justin Vernon (Bon
Iver), who in turn curated the festival. In a 2017 interview Dessner described
Eaux Claires as an ‘anti-music-festival festival.’52 This represents a trend that
is moving away from mass festivals to the curation of boutique events that are
branded as being not only smaller but more independent and more intimate
than Coachella or Lollapalooza, who have an estimated number of attendees of
250,000 and 400,000, respectively. There is also a growing interest in artist-led 53
or artist-curated events: the UK festival All Tomorrow’s Parties is an early prec-
edent (2001–2016) of this current phenomenon.
Recent developments in commercial immersive media have meant increased
delivery of compelling virtual, augmented and mixed reality experiences, lead-
ing to renewed questions based on where media ends and reality begins and
what might future reality do for audiences? LVP, at its core, is an interdisciplin-
ary and intrinsically immersive experience, offering different and potentially
more emotional and liberating ways for humans to socialise and interact with
each other. Immersive or responsive design is another example of boundary
blending with LVP as used within design as a new engagement strategy. This
is often realised through the adoption of immersive live performance and/or
installations and projections within a range of design practices offering mul-
tisensorial and branded experiences that are also consciously ‘Instagrammable’
environments. Retail brands – especially those in the luxury market – are mov-
ing into immersive gallery and/or hybrid retail shops as user experiences – an
example of this is the Comme des Garçons’–owned Dover Street Market (Lon-
don, Tokyo, NYC, Singapore, Beijing), which is described as concept store
that positions and sells fashion brands through creative physical installations.
Another example of this cross-discipline blurring is the artist FKA Twig’s invi-
tation to be creative lead of an ambitious immersive theatre sponsored by Veuve
Clicquot. FKA Twig’s project titled Rooms combined 30 performers with 12
set designers to deliver the immersive three-day event to the public.54 Another
high-profile interdisciplinary fusion of design meets LVP culture is the DJ Plas-
tikman’s work with Raf Simons (fashion designer) and Rem Koolhaas (archi-
tect), who together produced an audio-visual ‘digital runway,’ wherein Prada
models performed the Prada collection in a digitally rendered mausoleum to the
audio sounds of Plastikman. This was streamed live55 and then edited as a docu-
mented episodic experience afterwards. These projects highlight the contempo-
rary appetites within commercial brand to push and develop their engagement
strategies through utilising associated LVP techniques and/or the creativity
368 Donna Leishman
Conclusion
Design plays an important role in how LVP is produced and is done in various
configurations, between LVP as the client or in a more collaborative relationship
structure. Design services can be offered by an individual designer, by a specialist
design studio or by larger studio who can cater for all designed elements of the
LVP production, including the physical design of a staged performance. Both the
designer’s promotional skills and the broader inf luence of design on culture help
to inform both the soft and hard sell of how LVP is in branded and commodified
within the marketplace, and these functions play a notable role in the continued
evolution of LVP.
With the trajectory of design as a discipline pointing towards increased poros-
ity, hybridity, sociological awareness, and service-centred practices, questions
arise. Will designers, in dialogue with Live Visual performers and LVP audi-
ences, be able to co-create new (and authentic to LVP’s histories) applications
of the practice? The power dynamics of this dialogue and relationship structure
will be key here, as Live Visual performers are well positioned to argue and
Design and Live Visuals 369
will be increasingly used to create social events in public civic spaces – a pos-
sibility accelerated by new post–COVID-19 pandemic social norms, i.e. of being
outside, together, feeling safe. The human experience and design of these social
spaces are likely to be drivers in ongoing metropolitan economic reconfigura-
tions in line with ongoing changes in perception regarding work, leisure and
touristic behaviours, and Live Visual performers, with support from design, will
be key to delivering all these transformations.
Notes
1 Victor Papanek, Design for the Real World: Human Ecology and Social Change (New York:
Pantheon Books, 1972).
2 Advertising as a design discipline became a major influencing force as part of the expan-
sions in 19th-century Britain and America, wherein commercial for-profit markets
expanded in line with globalised capitalism.
3 Victor Papanek, Design for the Real World: Human Ecology and Social Change (New York:
Pantheon Books, 1972), 3.
4 Design studies is an academic community focused around understanding design process
across all design disciplines. It is an interdisciplinary forum exploring the fundamental
aspects of design activity, from cognition and methodology to values and philosophy.
5 See: Anthony Dunne, Hertzian Tales: Electronic Products, Aesthetic Experience and Criti-
cal Design (London: RCA CRD Research Publications, 1999) and Anthony Dunne
and Fiona Raby, Design Noir: The Secret Life of Electronic Objects (London: Bloomsbury,
2001).
6 Daniel Fallman, “Design-Oriented Human: Computer Interaction,” in CHI ’03: Pro-
ceedings of the SIGCHI Conference on Human Factors in Computing Systems (New York,
2003), 225–232.
7 Julie Klein, Interdisciplinarity: History, Theory, and Practice (Detroit: Wayne State Univer-
sity Press, 1990). Within design Victor Papanek’s (1972) Design for the Real World he
argues for cross-disciplinary in teams, as did other high-profile modernist designers such
as Frank Lloyd Wright, Le Corbusier, and Walter Gropius.
8 The rational model or ‘design science’ is discussed here: Herbert A Simon, The Sciences
of the Artificial (Cambridge: MIT Press, 1969). A more plural of position is charted by:
Ulla Johansson-Sköldberg, Jill Woodilla, and Mehves Çetinkaya, “Design Thinking:
Past, Present and Possible Futures,” Creativity and Innovation Management, 22(2), 2013.
9 ‘Chance’ was a significant creative strategy and process that fosters a lack of control over
the nature of the outcomes. As a creative method it has been used by a number of writ-
ers, symbolist poets and artists linked to the Dada, Surrealist and Fluxus movements.
See: Margaret Iversen, Chance (Cambridge, MA: MIT Press, 2010).
10 Coppa (2008), describes how fannish vidders use music in order to comment on or
analyse a set of pre-existing visuals, to stage a reading or occasionally to use the footage
to tell new stories.
Francesca Coppa, “Women, Star Trek, and the Early Development of Fannish Vid-
ding,” Transformative Works and Cultures, (1), 2008.
11 Brian Eno, “The Studio as Compositional Tool,” in Cristoph Cox and Daniel Warner, co-
eds., Audio Culture: Readings in Modern Music (New York: Continuum, 2004), 127–137.
12 Matt Masson, “We Invented the Remix,” in The Pirate’s Dilemma: How Youth Culture Is
Reinventing Capitalism (New York: Free Press, 2008), 68–102.
Mark Katz, Capturing Sound: How Technology Has Changed Music (Los Angeles: UCP,
2004).
13 Design theorists discussing the intersection of culture and design include:
Design and Live Visuals 371
Guy Julier, Anders Munch, Mads Nygaard Folkmann, Hans Christian Jensen, and
Niels Peter Skou, Design Culture: Objects and Approaches (London: Bloomsbury,
2019); Guy Julier, The Culture of Design (London: SAGE, 2013); Peter Dormer, The
Culture of Craft: Status and Future (Manchester, Manchester University Press, 1997).
30 Guy Julier, Anders Munch, Mads Nygaard Folkmann, Hans Christian Jensen, and Niels
Peter Skou, Design Culture: Objects and Approaches (London: Bloomsbury, 2019), 106.
31 Roger Ekirch, At Day’s Close: Night in Times Past (New York: W.W. Norton & Com-
pany, 2005), 152.
32 Roger Ekirch, At Day’s Close: Night in Times Past (New York: W.W. Norton & Com-
pany, 2005), 152.
33 Oxford Economics Report, “The Projected Economic Impact of Covid-19 on the UK
Creative Industries,” 2020, www.oxfordeconomics.com/recent-releases/The-Projected-
Economic-Impact-of-COVID-19-on-the-UK-Creative-Industries. Also: Oxford Eco-
nomics Report, “Developing Economic Insight into the Creative Available: Industries,”
We Are Creative (previously the Creative Industries Federation), 2020, www.weare
creative.uk/champion/publications/.
34 Henrik Hagtvedt and Vanessa Patrick, “Art Infusion: The Influence of Visual Art on the
Perception and Evaluation of Consumer Products,” Journal of Marketing Research, 45(3),
2008, 381.
35 Spencer Bailey, “Vitra Design Museum Puts Nightclubs in the Spotlight,” Interview
with Jochen Eisenbrand for Surface Magazine, 2018, www.surfacemag.com/articles/
vitra-design-museum-spotlights-nightclubs/ also Jochen Eisenbrand, Catharine Rossi,
Nina Serelus, and Mateo Kries, Night Fever: Designing Club Culture: 1960-Today (Vitra
Design Museum, 2018).
36 Kelly Rae, “Sounds of the Future: How Sónar Grew to Become the World’s Main
Pageant of Digital Music and Artwork,” interview with Eric Pilau for All About EDM,
2019, https://allaboutedm.com/sounds-of-the-future-how-sonar-became-the-worlds-
leading-festival-of-electronic-music-and-art/.
37 Kerstin Mogull in: Evy Cauldwell-French, Eliza Easton, and Caroline Julian, Because the
Night: Why What Happens after Dark Matters to the Creative Industries (London: Creative
Industries Federation, 2017). This report sets out why the night-time economy is impor-
tant for the UK’s creative industries. www.wearecreative.uk/champion/publications/.
38 Evy Cauldwell-French, Eliza Easton, and Caroline Julian, Because the Night: Why What
Happens after Dark Matters to the Creative Industries (London: Creative Industries Federa-
tion, 2017), www.wearecreative.uk/champion/publications/.
39 Kate Levitt, Turning the Tables: Nightlife, DJing, and the Rise of Digital DJ Technologies (PhD
Thesis, University of California, 2015), https://escholarship.org/uc/item/3fs4b8q3.
40 V&A Press statement in support of Night Fever: Designing Club Culture is a UK-exclusive
exhibition at V&A Dundee, from May 1, 2021 to January 9, 2022, www.vam.ac.uk/
dundee/info/night-fever-to-reopen-va-dundee.
41 See the online presence of the brand Armani Privé, www.armanihoteldubai.com/
prive/.
42 ISO is a digital media and software studio who design, direct and build large-scale inter-
active and immersive media projects. See: https://isodesign.co.uk/.
43 Supermafia are a Swiss visual artists collective who create works with innovative digital
materials and processes in order to twist the audience’s perception. See: www.super
mafia.com/ and http://encor.studio/.
44 Pentagram is independently owned and run by 24 partners. The company has offices
in London, New York City, San Francisco, Berlin and Austin, Texas. See: www.penta
gram.com.
45 Marcus Fairs for Dezeen interviewed Adam Smith and Marcus Lyall (Smith & Lyall)
discussing their work for The Chemical Brothers, including the acclaimed 2019
Glastonbury set, 2018, www.dezeen.com/2018/11/23/chemical-brothers-marcus-lyall-
adam-smith-show-designers/.
46 Kin Woo, “Andreas Nilsson: Like A Knife,” Dazed, 2009, www.dazeddigital.com/
music/article/1697/1/andreas-nilsson-like-a-knife.
47 Es Devlin’s personal website documents her projects: Adele’s Live In New York, 2015,
https://esdevlin.com/work/adele-radio-city and Adele’s World Area Tour, 2016, https://
esdevlin.com/work/adele-world-tour, and Beyonce’s Formation World Tour (2016)
https://esdevlin.com/work/beyonce.
Design and Live Visuals 373
48 Chiara Stephenson’s design direction for Björk’s Cornucopia Tour (2019), discussed
in Augusta Pownall, “Designers of Björk’s Cornucopia Show Ignored the Con-
cert Rule Book,” Dezeen, 2019, www.dezeen.com/2019/12/13/bjork-cornucopia-
chiara-stephenson-set-design/.
49 For a discussion of brand value by osmosis brands see: Don Ritter, “Content Osmosis
and the Political Economy of Social Media,” Without Sin: Freedom and Taboo in Digital
Media, 19(4), 2013, https://journals.gold.ac.uk/index.php/lea/article/view/45.
50 An example of this is the countercultural icon Iggy Pop who actively participated in
Swiftcover insurance adverts (2009+) Campaign documented on YouTube, 2011, www.
youtube.com/watch?v=haAziVvHIu8.
51 Deadmau5 Nokia Lumia Launch London, 2011. YouTube documentation, www.youtube.
com/watch?v=Jd4k8mHt4rM.
52 Eric Spitznagel, “Bon Iver’s Justin Vernon and the National’s Aaron Dessner on Their
‘Anti-Festival’ Eaux Claires,” Billboard, 2017, www.billboard.com/music/features/
bon-iver-justin-vernon-the-national-aaron-dessner-eaux-claires-7751657/.
53 Examples of contemporary performer/artist led festivals: Posty Fest (Post Malone) https://
postyfest.com/; Camp Flog Gnaw (Tyler The Creator), www.campfloggnaw.com/; OVO
Fest (Drake), www.ovofest2021.com.
54 Trade review of the branding project between FKA Twigs and Veuve Clicquot. Lauren
Fads, “FKA Twigs and Veuve Clicquot in Pictures,” The Drinks Business, 2016, www.
thedrinksbusiness.com/2016/10/fka-twigs-and-veuve-clicquot-in-pictures/18/.
55 YouTube documentation of Plastikman’s soundtrack for Prada’s Fall / Winter 2021
Menswear Show. www.youtube.com/watch?v=mYKP3RSBPlQ.
Steff Yoka, “Miuccia Prada & Raf Simons’s Musical Collaborator, Plastikman, Weighs
In On Soundtracking Their First Shows” for Vogue, 2021, www.vogue.co.uk/fashion/
article/prada-plastikman.
56 Double Take Projections own documentation of their project work for Irn-Bru,
including the Forth Road Bridge project, 2015. https://doubletakeprojections.com/
irnbru-guerrilla-projection-marketing.
57 Spencer Bailey, “Vitra Design Museum Puts Nightclubs in the Spotlight,” Surface, 2018,
www.surfacemag.com/articles/vitra-design-museum-spotlights-nightclubs/.
58 Philip Kotler and Joanne Scheff, Standing Room Only: Strategies for Marketing the Perform-
ing Arts (Boston, MA, Harvard Business School Press, 1997), 193.
59 Jaron Lanier Interviewed in: Tim Adams, “Jaron Lanier: ‘The Solution Is to Double Down
on Being Human,” The Guardian, 2017, www.theguardian.com/technology/2017/
nov/12/jaron-lanier-book-dawn-new-everything-interview-virtual-reality – also Jaron
Lanier, You Are Not a Gadget: A Manifesto (York: Vintage, 2011).
PART IV
Introduction
This interview with expanded cinema pioneer Tony Hill covers the making of
his early live and performance cinema works such as Floor Film, as well as his
more recent digital films and commercial projects that make use of complex
‘rigs’ of his own construction.
STEVE GIBSON (SG): Your work in the 1970s set much of the ground for expanded
cinema. Can you outline what led you away from film as a playback medium
to film as a performance medium?
TONY HILL (TH): Okay. Well, in fact, I started with the Floor Films, so I wasn’t
really making traditional film before that. I obviously saw a lot, but I
wasn’t making them. I was studying sculpture, and I was put off a bit from
gallery sculpture, and the plinth, and making objects that people would
come and wonder what they were about. I was attracted by the fact that,
with film, people had a specific time that they saw the film, and it was a
social event. I liked that relationship to the audience better at the time. That
got me starting to think about how to use film. And I like the sculptural
aspects of projection.
SG: But the live aspect was one that was not common at that point in time?
TH: Not, not at all, this was 1971 or something like that. I had the idea to make
a film projected on the f loor. And I originally thought actually that I would
project out of a window onto the street, which I never did. But I did then
make these experiments with making films to be projected on the f loor,
and the audience would stand on the screen, which later developed to Floor
Film,1 which had a whole structure for it with a mirror above, so you could
have two audiences. One audience would go inside and stand on the screen
DOI: 10.4324/9781003282396-21
378 Steve Gibson
to watch the film, and the other would be behind the projector, looking in
the mirror. So the people who are watching on the screen become the actors
in a way for the people watching outside, and then they swap around. That
was very much a live situation. It put the audience in a position of being
actors, which I liked very much . . . that way of working with an audience.
That was really my first, earliest kind of thinking about making films: using
film in that way. And to do that, you’re not working with the same kind
of editing ideas. You know, all the grammar has changed, you’re in contact
with the screen. So if you have, in cinema terms, a close up of a mouth,
you’re standing on it, it’s a giant mouth, you know that scale becomes actu-
ally more real. You know it might be a giant mouth on the screen, but we
read it as a close up of a mouth. And time was a very difficult one to deal
with in a way because it depended on the audience. So how long should a
shot run for on a f loor film? That’s a difficult question because it’s real time
now, not film time. Because people are experiencing it in their time. And
of course, it starts to depend a bit on the interaction of other people who are
watching the film as well. So that sort of live element, of what’s going on
and the interaction becomes important.
SG: But then you also use yourself as a performer, which is a slightly different
way of looking at live cinema or expanded cinema.
TH: I did a little for 2nd Floor Film,2 (see Figure 16.1) which was shot from
underneath a glass f loor. So that again was a very different way of me using
film that went a long way away from the normal way of using it. Okay, this
is a medium. How will we use it not telling any stories? For many years I
FIGURE 16.1 Tony Hill, 2nd Floor Film, Super 8 mm, 1972. ©Tony Hill. Used by
permission.
Source: Mail conversation with artist available on request.
Interview 1: Tony Hill 379
physical presence entering the space. So that’s one of the fundamental dif-
ferences for me.
SG: And, of course, especially if it’s performed, you have to be there. Whereas
in the traditional cinema you can send out multiple copies to be screened
simultaneously. It [expanded cinema] is a bit trickier in that regard.
TH: Yes. And I was doing a little expanded cinema show with super eight films,
including a ceiling film, film projected onto my chest, and so on. So I had
to be there for all of that. And if you’re doing these projections in different
places, there’s no way you’re going to send that off and say, “oh, you need
to do this, take your shirt off.” So yeah, you’re right. There’s the physical
presence of the filmmaker involved in that [expanded cinema], which I also
enjoyed a lot. Because I did go around: there was a scheme with the Arts
Council called Filmmakers on Tour, which started in maybe 1974–1975.
It was interesting, because they realised that they were funding some of
this work, and I got a bit of funding for the Floor Film. And they wanted to
promote showings of it. They set up this scheme initially with eight film-
makers, including myself and Malcolm Le Grice, William Raban and Derek
Jarman, I think as well. I don’t know if he ever did any. They promoted the
scheme, and then people could book the filmmakers quite cheaply. We got
paid £25 or something and travelling money. And I did a lot of that with
both the live expanded cinema show and the Floor Film, in everything from
schools, colleges, youth clubs, art galleries, lots of different sorts of contexts.
And it was just fantastic as an experience to get so much feedback, to have so
much contact with your audience as a filmmaker, was quite unusual really.
SG: It’s kind of prescient that you did that, because today, I think it’s fair to say
that traditional film is in a bit of a crisis state. There are a lot of directors that
have moved away from traditional film, even Peter Greenaway has moved
to doing live cinema. And so you could say that what you and other people
involved in expanded cinema were doing was setting the ground for people
who are now performing visual artists, not filmmakers who just sent their
work out. You can also see the result today that a lot of traditional filmmak-
ers, maybe not a lot, but a few anyway, have moved into the live arena. And
then there’s a lot of the younger crowd of people, like The Light Surgeons,
or other Live Visual artists, that do all their work live.
TH: And then another one that comes to mind is a friend of mine, Andrew Köt-
ting, who’s a filmmaker, who makes feature-length films, but then quite
often as well as the film there’ll be a performance and an installation of dif-
ferent versions of the work in different kinds of contexts.
SG: You’ve probably answered a bit of this, but we can discuss the audience as
participants, which is interesting for a lot of people involved in more com-
puter-based Live Visuals where audience interaction is an important feature.
Your piece 2nd Floor Film from 1972, and Floor Film from 1975, expanded
your work to include some form of audience involvement – or maybe there
was always the idea to do that – but can you describe what led you to do
Interview 1: Tony Hill 381
FIGURE 16.2 Tony Hill, Floor Film, 1975, from HD video version 2016. ©Tony Hill.
Used by permission.
Source: Mail conversation with artist available on request.
SG: I think that is part of the interesting idea of audience participation, particu-
larly if you kind of let them do what they’re going to do. I know they don’t
have any effect on the actual visual of the film itself, but they do on the
environment, with other people watching it, because there’s also a strange
little performance that’s ongoing, maybe for weeks on end as well.
You’ve continued to make experimental films that are intended to be
screened instead of performed. In many of these features, such as Holding the
Viewer from 1993, there seems to be a notable inspiration from your instal-
lation and expanded cinema work. Can you describe how your live cinema
and installation work has impacted your screen-based films?
TH: I have recognised that as a fact: that I started making these films like The
Floor Films, and that set up a way of working that has inf luenced the [more
screen-based] filmmaking. I think the other thing that I recognised very
early was that film was a fantastic medium for seeing things that you can’t
normally see, and seeing in ways that you can’t normally see. I suppose that I
picked up and then ran with the idea parallel to the audience stuff, although
those films, such as the Floor Films, have that element as well, that you’re not
normally standing on a fire or whatever. And so that was a very strong kind
of thread that went through: to relate it to perception, which I’ve always
been interested in, and orientation, which way up you are, also has an ele-
ment in those other films. Space and orientation and gravity, and how grav-
ity affects how we see. The fact we’re vertically moving around on a more
or less f lat plane really inf luences our vision. Breaking away from that using
film was very interesting. Like the film Downside Up.6
Interview 1: Tony Hill 383
SG: Holding the Viewer, did strike me as an odd experience too, because you’re
kind of put into the position of the person, and as I recall, they kind of slide
back and forth and you’re given first-person perspective.
TH: It’s like the person in the film is holding all the people in the audience. “I’m
sending you up here. No, I’m dropping you down.” (see Figure 16.3)
SG: Which again, you would never see in a Hollywood film as a camera technique.
TH: No. One other thing that we didn’t dwell on was Gene Youngblood’s
book, which obviously I saw, and I think it was published in 1970. So that
was perfect timing for me. I was reading that, at the same time was starting
to think about projection and film, and then all those possibilities. And that
was one of the inspirations: Stan Vanderbeek, pleasure domes, projections all
over the place, and so on. Although, there was a kind of psychedelic element
to it that didn’t really . . .
SG: . . . didn’t really appeal to you? Because there is the whole other side . . .
TH: . . . the liquid light shows! I used to see those as well. Soft Machine was a
band that used to have really good light shows . . . .
SG: You’re also a well-known as a developer of complex rigs that can be used
to shoot film or video from unusual perspectives. God’s View Rig and the
Horizontal Satellite Crane for me seemed particularly intriguing. Can you
FIGURE 16.3 Tony Hill, Holding the Viewer, 16 mm, 1993. ©Tony Hill. Used by
permission.
Source: Mail conversation with artist available on request.
384 Steve Gibson
describe what led you to develop rigs and how they served a particular goal
in their respective projects?
TH: Actually, apart from those two, they’ve all come from the thinking about
using film to see in a way that you can’t normally see. In Short History of the
Wheel,7 for instance [I wanted to be] able to stop the wheel that’s rolling
along, and have the ground roll around the wheel. Then I figured out a way
to make that work in camera. So the rig was constructed in order to achieve
that, and I was filming on different wheels – I had to build different-sized
wheels to rotate the camera – and different distances, because I wanted to
keep the wheel roughly the same size in the frame each time. So very much
the rig comes out of the idea of the film. In another film To See,8 which is all
filmed in the ref lection of a hemispherical mirror. [In To See] the ref lection
of the camera is in the centre of the frame, although it is very small. The
mirror is fixed to the camera, but in order for me to be out of the frame I had
to devise ways to take it quite a long way away from me while still moving
around with it. If you just hold it [the camera] in front of your eye, then your
head will be in the top of the frame and your feet will be in the bottom. In a
lot of the film, I’ve got the thing looking upwards, so if the ref lection is see-
ing upwards, then you’ve got the sky in the middle, and then the horizon –
the landscape – all around the edge. And if you look down, then you’ve
got the sky all around the edge, and the earth looks like a sort of like a
football. Then I thought it’d be interesting to see how you get from one to
the other? So I built another rig, that rotates the whole camera rig through a
vertical circle so it’s f lipping between the up view and the down view.
SG: It seems interestingly related to kinetic sculpture. Actually, the fact that you
have trained as sculptor beforehand: did that have an impact on [the rigs]?
TH: I wouldn’t say I was a sculptor beforehand. You say trained? At the art
school? Well, training kind of doesn’t come into it. Maybe it’s just the lan-
guage and the wording that you’re using is different to here. But yeah, ele-
ments, obviously. I like making things basically. That’s what I like to do.
For Floor Film, I had to build this whole structure that was portable, that I
could put on my car. That is one of the defining things with all my stuff: we
have got to fit it on my car, and it needs to be able to be erected in one hour
maximum. So yeah, building, making things. And actually, more recently,
two or three times now I think, I’ve had exhibitions in galleries of the rigs,
and shown the films as well, and sometimes the rigs with cameras on them,
so that people can play with the rig.
I can also say something about those other two rigs [God’s View Rig and
the Horizontal Satellite Crane]. I became known a bit for these rigs because
I used them directly for TV commercials, and people hiring them for music
videos. So both of those rigs were sort of commissioned if you like. One was
the God’s View Rig.
SG: Good name.
Interview 1: Tony Hill 385
TH: It is not even my name, the guy who wanted it called it that. And he said,
“I want to be able to put the camera f loating over this actor’s head, but the
camera is attached to the actor.” I figured out how to do that and I built this
rig, and he made a short film. I have used it more recently on a film called
Bike9 where I’m actually riding my bike. The camera is f loating over my
head [as I cycle along].
If it interests me enough, then obviously I get involved in doing that.
Another rig that I built very early on was Falling Over Slowly.10 Originally,
I was just having someone in the landscape and the camera was tilting with
them. It’s a bit like History of the Wheel: somebody is standing and the landscape
is going around them. But actually more recently, I’ve rejigged that and some-
one used it in a theatrical performance. And the Horizontal Satellite Crane,11
that goes in a big arc (see Figure 16.4). That was commissioned for a TV com-
mercial. It was a serious challenge, really an engineering challenge to make,
to make a rig that moves the camera through 180-degree horizontal circle,
with a radius of seven metres. And it’s got to be able to do that in four seconds.
SG: And does it?
TH: Yeah, it works! And you do not see the crane in the shot.
SG: It’s a bit tricky! Have you used that in any future projects?
TH: I haven’t no, because the company that commissioned it – we were filming
in Sweden – they thought that I might start using it on other jobs, and it
would take away from the power of their [project]. They kept it, they kept
the structure. So it doesn’t exist anymore. It could be rebuilt . . . .
FIGURE 16.4 Tony Hill, Satellite Crane ‘Downside Up’ Rig, built in 1984. ©Tony Hill.
Used by permission.
Source: Mail conversation with artist available on request.
386 Steve Gibson
SG: In the early 2000s you moved away from 35 mm film and into video and
video installation. What prompted this change? I do have to note that many
of your peers from the original expanded cinema movement are still using
film stock. How has computer technology inf luenced the production of
your newer works?
TH: For years I was making 16mm films actually, and then I did make some
35 mm, but the 16 mm [films] were all edited on a Steenbeck12 by reeling
the film and the sound. And you’ve got a shot that is in the middle of that
roll . . . god, I’ve got to reel that through, tape it up . . . .
SG: Kids today, they don’t know anything do they? [Laughs].
TH: It was crazy. And you could never see a dissolve until it was finally printed.
You just had this horrible greasy line cross from one shot to the other. Such
old technology it feels now. . . . Some of the later films were edited on
computers, or maybe I would sort of do a pre-edit. I remember on Laws of
Nature, a film I made, I had a 35 mm Steenbeck, and I could copy the images
onto video because I couldn’t afford to have telecines made of everything.
Then I’d do a U-matic edit at home, which then I could take to some-
where where we could do a full, proper computer edit – in fact, in a facilities
house in London, because I’d been doing some commercials there, and I had
made contacts with people who were doing it [computer editing], and they
were up for just doing it because they liked the work.
SG: But obviously later you started to do that yourself?
TH: Yes, I just found the f luidity of it, the speed of it, the possibilities of it were
just great.
SG: Today it’s now weirdly nostalgic to use film. You see people using 16mm
projectors, even younger artists. I don’t know if you know this group God-
speed You! Black Emperor? They are a performance group from Montreal,
and they don’t use any computer stuff, even in their music. They use guitars,
and cellos and stringed instruments, and they use 16mm projection in their
performances. It could be a little bit of a political statement in a way. There is
a movement to go back to 16mm, and or just analogue technology, whether
it’s sound or video or video or film terminology. Would you . . .?
TH: I wouldn’t go back. Just behind you there I’ve got a 35mm camera, and a
great bunch of lenses. I might try and get the lenses altered so I could use
them on another camera, but I can’t imagine, for a start, getting enough
money to be able to buy the stock and shoot film. It’s kind of gone really,
I think now it has mostly gone. Other filmmakers of my generation that I
know – John Smith, William Raban – they all recognise that now. It was
good while it lasted, but it wasn’t ever really about the film stock itself, it’s
the ideas and what you want to do with it. There’s an element of nostalgia
for lots of people, but actually, I don’t really feel like I want to . . . . I mean
it’d be quite nice to shoot some more film again, but to figure out the light
meter! I forgot how to use it. And the discipline of it, actually I think that’s
one thing that has probably gone a bit. Although I think maybe it’s got better
Interview 1: Tony Hill 387
again now, but when video was really taking over from film, especially with
younger people . . . I was running a course where we had both, we had
video, we had 16mm film – people that had a Bolex and 100 feet of film: I
said go and make a film, [but] you’ve got to get it right. Get your exposures
right, and get really focused when you do it. And then you had this other
side, where people have video cameras. And they would, in my view, hoover
up: it doesn’t matter if it’s not quite right, we can do it again. Just keep doing
it till we get something a bit vaguely right. So there’s that discipline element
that was inherent in the film thing. It was expensive and hard, and equip-
ment wasn’t that easy to get hold of sometimes.
SG: I think the ease of use of computers actually can be the problem in a way,
because there are too many options.
TH: Did I answer the question properly then?
SG: Maybe not actually, or you haven’t answered the last part of it, which is how
the has the use of computer technology inf luenced the production of your
newer works?
TH: I did make a piece called North Cross,13 which is about a roundabout in
Plymouth. There was a group of sound artists, and they set up a project
where they would pair up a sound artist with a filmmaker, and then each
would choose a particular location or building in Plymouth. They made
about 10 different pieces. Anyway, I chose this roundabout which I walked
through when I went to work. It is quite a nice space, you go through tun-
nels into the space in the middle, and the separation is very good between
pedestrians and traffic. There’s this crazy traffic thing going on and this
nice sort of calm space in the middle. I made this piece which just uses a lot
of very, very simple digital editing techniques to bring that out really, that
whole separation. You have got cars hugely speeded up, or at one point blur-
ring into a thing, and people going in slow motion through the middle of
it. I was playing with some of the possibilities of it [digital video], but with
quite a specific end in mind.
SG: You’re using the fact that a nonlinear editor or a digital video editor could
actually speed things up and slow things down?
TH: Slowing down, and having part of the shot speeded up and part of it slowed
down. And funny little things I discovered. I got a shot with people walking
towards and away from the camera, and I divided it into three sections and
I timeslip them slightly. So people are walking, but their head is moving up
and their body is moving down. You get this odd, almost comical, strange-
ness going on. That’s called North Cross.
SG: Is that the name of the roundabout?
TH: Yeah.
SG: I went under that roundabout yesterday. It was quite unusual actually, I have
to say.
TH: Yeah. So things like that, and now more recent installations like The
Doors. The possibilities are great, but you just need to know what the
388 Steve Gibson
thing is that you’re trying to achieve, and stick to that focus, because you
could easily obviously be distracted away from it. So that discipline is still
necessary.
SG: Great. This is the last of the questions directed specifically to your work.
You’ve also worked as a commercial filmmaker for a wide variety of cli-
ents as well. Can you describe any technological or conceptual crossover
between your experimental work and your commercial work?
TH: Well, if you look at them. . . .
SG: I have to admit, I haven’t looked at the commercials.
TH: Well the commercials are basically inspired by my own work. Mostly they
are because that’s how it works, people making TV commercials, advertis-
ing: the agencies would be sent my reel with clips from films on it, and then
if something came up that seemed to fit in, then I would be contacted as a
possible person to do it. In some cases, when I got the job, I was recognised
as the expert in my own techniques, which meant actually they just let me
do what I wanted to do. You get a very minimal script for a commercial. It’d
never been more than one side of an A4 and a few notes. You don’t really get
very much just as a starting point, but then sometimes I was able to say, well
here’s some other ideas.
SG: And clearly you used your rigs.
TH: And I used my rigs. And it enabled me to build other bigger and better ver-
sions of my rigs, which was good. Also, for me, it was just a fantastic learn-
ing curve, to do work in the industry, which I didn’t know anything about.
Digital production was just starting when I was starting to do that. I knew
nothing about that. So it informed my own practice, not least because I was
teaching. It almost became embarrassing to be teaching in film, video, and
media. I knew a lot about film, nothing about the other side. So obviously
that was really great to learn all of that stuff.
SG: And I guess that one fundamental difference between working on a com-
mercial project like that is that you have a very limited timeframe, whereas
when you’re working on the art projects, unless you’ve got a gallery exhibi-
tion breathing down your neck, you have a little bit more freedom timewise.
So did you work with a crew usually on the commercial projects?
TH: Yes. Always really. You can work with top DPs. You know, they would pick
them out: “I saw a really good film. Who shot that, okay we’ll get them.” It
was also actually a time of pretty big budgets which was lucky as well, trav-
elling and everything. But to get back to the question, as you said, I did use
my own rigs as well in films and pieces, and so there was a lot of crossover.
I mean, some of them if you look at them. . . . If you look at Short History of
the Wheel,14 and then the BMW commercial,15 it starts off looking exactly
the same. Also, because I’d made those one-minute films, Holding the Viewer,
Short History of the Wheel, and they were like the longest commercials at one
minute. So they already had that kind of discipline and compactness that was
attractive: you can get across this idea in this time.
Interview 1: Tony Hill 389
SG: Anyway, we’re off the track here. I think you answered that question . . .
TH: Well . . . the satellite crane that I built to make Downside Up, I then also used
to make a commercial for NatWest bank. And then it triggered something in
lots of people’s imagination luckily in different countries. I was being asked
to use that technique quite a bit. If I was going to do it again, I wanted to
extend it, find something new and push it further. There was always the
danger that if you got hooked on to one thing you could actually become
bored really. Making the money, but it would be just boring, and the same
thing over and over. Things wouldn’t be very interesting.
I did manage to push it quite a lot further when I did one [a commercial]
for Andalucia. They loved it because you can go into Sierra Nevada and ski,
and then in the afternoon, get down to the beach. You’ve got these differ-
ent sorts of environments. And so we were just going from the beach, to
the snow, to something else, and so on. When you go from the beach to the
snow, there’s someone in a deck chair, and as you go past them, you’re start-
ing to see the snow scene. So, the wipes, as we called them, from one shot
to the other, there would be things crossing over, which was not easy to do.
Which is good. I like it as a challenge, you know. And that’s always been an
element actually of the things I’ve done. Quite often I’d start off on a project
and I’d think “this is impossible, I don’t know if it is going to work,” but
then you just keep at it. Make it work!
SG: Discipline.
TH: Yeah.
SG: Good. This next one is a little tricky because it’s meant really for live visu-
alists, but let me ask it for you anyway. Do you think the medium of Live
Visuals has built in traits that are common to all live visualists, and if so
what are those traits? We’ll broaden it out to include expanded cinema
installation that’s in a live context. Do you think there are any traits that
are similar?
TH: That’s a difficult one.
I start thinking about audience really, and the possibility of audience
interaction somehow, immersive experiences maybe? I guess perhaps that it’s
happening in the moment. So at another time, at another moment it’s going
to be different, or the next day it’s going to be different. I guess that’s an ele-
ment there. Maybe even with installations I’ve done, where you’ve got the
same piece of footage playing, you’ve got different interactions with the way
that people are responding to that every time, and that changes how other
people see it at the same time.
SG: So even when you have a fixed set of materials, because it’s being done in an
installation context it’s reception . . .
TH: . . . people respond differently. And I think the other thing maybe, is that
ideally, you need a group audience. If you just have a one-person audience,
then it’s not the same. It’s the social aspect if you like: we’re all experiencing
this together, and we’re seeing each other experiencing it.
390 Steve Gibson
SG: Maybe the term is spontaneity, or maybe spontaneous improvisation also has
something to do with it. Whether it’s in the broad sense of improvisation,
so the audience, even though they’re not improvising, they’re changing the
way that the work appears. And if you’re a performer you would never do
the work the same way twice.
TH: I haven’t talked about Point Source.16
SG: That’s a performative piece.
TH: It’s a live performance, a visual performance and obviously there is sound
as well. That’s a strange one really, because I’ve never seen it . . . (see Fig-
ure 16.5)
SG: Other than documented?
TH: Well, it’s kind of impossible to document.
SG: I agree, that piece is tricky to document.
TH: Well, I think all good installation should be impossible to document, other-
wise it almost kind of kills itself. I have shown the composite version of The
Doors two or three times. That shows what people will see, but then you’ve
got to imagine that there’s another door there where people actually come
in. I mean it’s just so different. It gives you something, but it doesn’t really
give you what the installation is.
Anyway, so Point Source: I did it in Cork in an old church, I think it was
even a cathedral once, Triskel Centre in Cork. And I do remember doing
it once, and someone saying this is a bit like some kind of religious experi-
ence where I’m the witch doctor, and everyone’s sharing this experience.
It does seem to enhance the shared experience element somehow. It’s kind
FIGURE 16.5 Tony Hill, Point Source, Performance piece, First Performed 1973. ©Tony
Hill. Used by permission.
Source: Mail conversation with artist available on request.
Interview 1: Tony Hill 391
Notes
1 Tony Hill, Floor Film Upgrade, orig. 1975, upgrade 2016, https://vimeo.com/198752309.
2 Tony Hill, 2nd Floor Film, 1972, https://vimeo.com/200461458.
3 Gene Youngblood, Expanded Cinema (New York: E.P. Dutton & Co., 1970).
4 Tony Hill, Holding the Viewer, 1993, https://vimeo.com/201314571.
5 Tony Hill, The Doors, 2010, https://vimeo.com/202017419.
6 Tony Hill, Downside Up, 1984, https://vimeo.com/351442846.
7 Tony Hill, ‘History of the Wheel’ Rig, 2010, https://vimeo.com/202537699.
8 Tony Hill, Steve Marshall (sound), To See, 1982, https://vimeo.com/200546351.
9 Tony Hill, Bike, 2013, https://vimeo.com/251786288.
10 Rag & Bone, Co-directed by Benjamin Millepied, Aaron Duffy and Bob Partington,
with cinematography by Darius Khondji, music by Thom Yorke and starring Kate Mara
and Ansel Elgort, with the Falling Over Slowly rig by Tony Hill. Why can’t we get along,
2018, https://vimeo.com/256420417.
11 Tony Hill, Small Horizontal Satellite Crane, 2018, https://vimeo.com/225554302.
12 Steenbeck official website, www.steenbeck.com/.
13 Tony Hill, Gavin Huck (sound), North Cross, 2008, https://vimeo.com/201526031.
14 Tony Hill, A Short History of the Wheel, 1992, https://vimeo.com/185513425.
15 Tony Hill, TV Commercial for BMW, 1996, https://vimeo.com/201844008.
16 Tony Hill, Point Source, Performance Piece, First Performed 1973, https://vimeo.com/
481979872.
17
INTERVIEW 2: CHRISTOPHER
THOMAS ALLEN, FOUNDER
AND DIRECTOR, THE LIGHT
SURGEONS
Steve Gibson
Introduction
The Light Surgeons have operated for over 20 years as a studio creating a variety
of multimedia projects and are one of the international pioneers of live cinema.
This interview with founder and director Christopher Thomas Allen covers
their recent live cinema work SuperEverything* as well as their involvement in
the development of VJing and the practice of creating Live Visuals for various
music acts such as ZERO7, U.N.K.L.E., the Sneaker Pimps and U2 in the 1990s
and early 2000s.
STEVE GIBSON (SG): Could you outline what led you to live cinema and how
The Light Surgeons have developed your distinct identity over the past two
decades?
CHRIS ALLEN (CA): Sure. The Light Surgeons as a collective or a company, began
when I was studying Media Design at Portsmouth University. I had started
experimenting a little bit with projection before going to study when I was
very young, about 18. My brother was a hip-hop, rare groove DJ in London,
in the early 90s acid jazz scene. I was very inf luenced by what was going on
with graphic design and what you might term as retro music back then. I
was also inf luenced by what was happening with hip-hop music and sample
culture in general. Rather than replicating what my brother was doing with
his DJing and music production, I thought it would be interesting to try and
find a way of visualising these things by exploring that kind of sampling and
cut up culture in a visual way.
My dad was a photographer, so I was brought up around a lot of 35 mm
film and slides. He used to produce a lot of his work on slide transparency.
I’d also been exposed to cine film from very young age. My mum had
DOI: 10.4324/9781003282396-22
Interview 2: Christopher Thomas Allen 393
lost her father when she was quite young. My grandfather was a very early
adopter of technology apparently, he built his own television she told me,
he was an electrical engineer and he’d been a real film buff when she was
a kid. My mum had continued this passion for shooting home movies, and
so as we grew up we had a lot of cine films of us that we would project on
to the walls at home. My interest in moving image really began with that,
just being amazed at how projecting onto things changed their context, and
being able to layer and collage other things together with projection was
really exciting. It seemed to have a real synergy with the music I was listen-
ing to at the time, so when I went to university to study graphic design I was
looking for ways I could involve these ideas in my work.
The Light Surgeons really began as a group or collective of artists that I
met at university who were all interested in exploring experimental work
with projection, mainly myself and an artist called Paul O’Conner. For Paul,
me and a few others it was an outlet for us to make a bit of money on the side
while studying. We ended up doing visual projections for a few local clubs
and music gigs, and that’s where it really started as a name and profession.
It didn’t really become an actual limited company and studio until I
graduated from university. I met another artist called Andy Flywheel who
became my business partner. We began doing a lot of shows together, he was
already doing these projections with Super-8 film projectors so we teamed
up and started to work under The Light Surgeons name. I’d had developed
this collection of graphic slides using back and white reversal lithographic
film and lighting gels which gave us these very screen-printed graphic ele-
ments to composite our Super-8 film projections around (see Figure 17.1).
We quickly outgrew Super-8 and started to shoot and process 16mm film so
we could get a negative of the work we had done.
All of the early stuff we did was very analogue. We didn’t have the money
to get our hands on any video stuff. We were both really into this analogue
aesthetic, we loved the analogue process and happy accidents it brought into
play. I think that’s what people were drawn to in our work. We were creat-
ing these fuzzy analogue collages using multiple slide projectors (see Figure
17.2). We used a lot of sequences of graphic slides which had a super high
contrast. When you projected them, you wouldn’t get any anything other
than the shapes in the image so they sort of f loated in space.
When you’re using lots of projectors, you can composite stuff together
into these immersive, layered compositions. I guess we were doing a form
of analogue compositing without any digital tools or access to video edit-
ing software. We achieved these effects on film by masking things off in
camera. To begin with, we would take samples from our favourite films
from VHS tape back onto 16mm film. This is before we had access to digi-
tal cameras and editing kind of facilities like Final Cut. You could only get
access to non-linear editing in Soho post houses on AVIDs and that cost
way too much money back then.
394 Steve Gibson
FIGURE 17.1 The Light Surgeons, Ninja Tune Idents, 1996. Video by Chris Allen and
Andy Flywheel, Music by Kid Koala and DJ Vadim, www.lightsurgeons.
com/com/ninja-tune-idents/ Used by Permission.
Source: Mail conversation with artist available on request.
FIGURE 17.2 The Light Surgeons, Andy Flywheel and Christopher Thomas Allen in
operation at The Blue Note club, Hoxton Square, East London, 1996,
Photo by Jamie B. Used by Permission.
Source: Mail conversation with artist available on request.
analogue projectors we were able to cover huge amounts of space, and were
able to create these immersive environments that would totally surround
people in projections. They became entangled in these images and the pro-
jections became architectural, it was really exciting. As things developed
and we made some money, we gradually started to introduce elements of
video into these shows. We started with VHS tapes and using the Panasonic
MX50 vision mixer, and then eventually we managed to scrape enough
money together to invest in our own a digital camera with a Firewire con-
nection. When Final Cut Pro came out for the Mac, that really changed it
all really. Suddenly we were able to film a lot more of our own stuff and the
work took on a more documentary direction. The slides started to become
much more focused on my own photography of actual things, the world
around us, travel, transportation and architecture. I also got very interested
in taking multiple exposures on slide film. I would take a photo and hold it
in my memory until I took another. It was a way of compressing time and
space for me. It was also a way adding more layers to the projected collage,
rather than needing several projectors I could take multiple photographs.
We just got really into this idea of multiple layers and collage to form these
static visual structures that we could then bring to life with the film loops.
SG: Did you abandon sample appropriation at that point?
396 Steve Gibson
CA: It got to a point for me where I felt like there was only so far we could go
with sampling. I just got a lot more excited by taking a more documentary
approach. I mean, why spend so much time rehashing someone else’s work
when you can create your own images? I think it’s fine if you’re doing it
to make a comment on something. For me, if you’re using someone else’s
material, then you’ve got to be saying something with it, there needs to be
a conscious statement in the action in my opinion. It’s way too easy to just
remix or mash stuff together. It can become meaningless. I think I also just
became really interested in documenting the world around me, that excited
me a lot more and it was what led me to recording audio interviews with
people and start making work with a narrative, which ultimately led to us
making more short films and work I would describe as live cinema.
SG: This next question will lead on from that, leading into your live cinema
work. I know you have an interest in in traditional film, but in your expe-
rience, what are the fundamental differences between traditional film and
live cinema?
CA: The obvious fundamental difference is that it’s presented live and can
change or be different each time. There are similarities, but the fundamen-
tal differences are that live cinema is something that’s evolving. There’s a
finality to film, you make a final cut, you go through a process and arrive
at a final point, and there’s something quite nice about that in a way. Part
of what frustrated me about the creative practice of VJing in the early days
of doing shows was that it became this endless remix. You could always
re-appropriate the footage, change it a little bit, rehash it, mix it with some-
thing else and there was no end point. A frustration with that and a lack of
critical feedback is what actually drove me towards making more linear,
narrative-driven film work. This frustration resulted in a series of short
experimental documentary films that were commissioned by onedotzero
festival.1 (see Figure 17.3)
After making these shorts, when we went back to making our own live
shows. I think we were looking to introduce more of a cinematic structure,
we wanted them to have a beginning, middle and an end. We wanted a story
structure but we also wanted to maintain an element of live improvisation
too. Having been inf luenced by jazz music from a very young age, I felt it
was a bit like that with our live cinema work. There’s a structural element,
which might often be the narrative, and then there’s a percussive time signa-
ture for the music which gives the piece a structure. And then around these
structural elements there are more improvised elements, elements that can
move around, elements that change and are different each time.
I think one of the fundamental differences in live cinema performances are
that the work can evolve in real-time, and upon ref lection after each show.
You can change it and add to it over time, it responds to the performer and
reacts to its audiences. When you talk to people after the show, you get a sense
of, did that work? Or did that not work? And you can change things around,
Interview 2: Christopher Thomas Allen 397
FIGURE 17.3 The Light Surgeons, All Points Between, World Wide Video Festival
Amsterdam, 2001. Commissioned and developed by onedotzero festival.
Photo by Matt Jinx. Used by Permission.
Source: Mail conversation with artist available on request.
that intersects between live music, cinema and performance art. It combines
all of these things together. This collision of different sonic and visual ele-
ments creates these sublime moments, these happy accidents. I love the fact
that you can have some structure, but then you can also kind of also just
detour from that and just let things happen. And maybe because you have
the structure there it has more meaning and significance, but it’s very magi-
cal and what keeps me fascinated in it.
SG: The cinematic aspect of your work really strikes me as quite different than
a lot of other people’s Live Visual work. Let’s give you an example: Carsten
Nicolai, his work is quite abstract and geometrical. And it’s very much driven
by how the sound relates to it, which is true in your work too, but it seems
to me that when you watch one of your longer projects, it does have, like
you said, a sense of a beginning, middle, and end in a kind of a filmic sense.
CA: Maybe. I think part of what drove me to the work that we we’ve been mak-
ing, and it’s not just my work, there’s a lot of people that have collaborated
and worked together on these shows; is a bit of a frustration with abstraction.
It too easy and I think I became a bit jaded by seeing it everywhere. Prob-
ably because I spent a lot of time doing work in lots of different event spaces
and contexts, working with electronic music in particular for many years
and often creating these static visual environments for people, it became a
bit stale and meaningless for me. When I started making live cinema work,
when it became an audio-visual thing, when it wasn’t just us producing a
visual illustration to someone else’s music, we were actually creating the
music, we were creating audio-visual work that was also exploring a narra-
tive as well. I think it was a reaction to abstraction in a way. We wanted to
bring a more human, storytelling element into this cultural space because
it felt to me like it was too easy to just create abstract works. However,
abstraction is a very commercially successful way to approach art, it always
has been. It allows the audience to project their own meaning and that’s
very appealing to people. It’s not that I don’t enjoy this type of work, I think
Carsten Nicolai’s work is amazing and enjoy it very much. I think it’s actu-
ally a very good ref lection of that Raster-Noton 2 kind of sound. It’s a very
minimalist, and purist type of sound and it captures that electronic aesthetic
perfectly.
SG: I probably shouldn’t have used him as an example.
CA: I think he’s a good example. I think there’s lots of other artists’ work you
could look at too, you see it in painting as well. You can look back over the
history of contemporary art and see that lots of artists have made this kind
of abstract expressionism and have become very commercially successful
because people can put it in their homes or in their offices without offend-
ing anyone. Audiences can project their own meaning and see themselves
ref lected back at them. Everyone loves that. It has an openness that maybe
work that’s more narrative or figurative doesn’t, work that’s more rooted in
reality, or that could be seen as realist doesn’t.
Interview 2: Christopher Thomas Allen 399
I became a lot more motivated by trying to explore how one might rep-
resent reality through this lens of live cinema, and particularly through this
passion for research and interviewing people. I love going out into the world
and gathering the material. I became interested in the history of this prac-
tice, in the ideas around psychogeography, the history of mass observation
and the beginnings of documentary film, in filmmakers like Humphrey
Jennings.3 I love this idea of participating in the world and ref lecting it
back in the work. I felt some responsibility to do this, in having access to
the technology, in having the luxury to own this ability, I really felt there
was an obligation to attempt to tell stories that were relevant to people, that
were asking questions and were ref lecting what was happening socially and
politically at the time we were living through.
That was my choice and the other people that I worked with shared that
idea I think, so it’s ref lected in the work. There are also layers of abstrac-
tion in it too, particularly in graphic material which responds and ref lects
the music more perhaps. Our performance called SuperEverything*, that has
quite an interesting use of layering and there are parts of that show where we
go off into abstraction, into glitchy weird stuff, but it’s got a meaning and a
reason to be there (see Figure 17.4). It’s always rooted in extending the story
FIGURE 17.4 SuperEverything* live cinema performance by The Light Surgeons at the
Asia Society Theatre, Houston, Texas, 2012. SuperEverything* supported
by Arts Council England. ©2013 by The Light Surgeons. Used by
Permission.
Source: Mail conversation with artist available on request.
400 Steve Gibson
that’s being told by the people we have interviewed. I think there is a sort
of Neo-realism within the work that I like, that I find interesting, I think
if you if you are going to be an artist, it’s important to you make work that
you appreciate, and hope that other people will share that.
SG: Your work with The Light Surgeon spans quite a number of diverse pro-
ductions, including live cinema, audio-visual performance, more commer-
cially oriented work and public installation projects. So you’re covering a
lot of ground. Do you consciously use different methods and approaches in
these different spheres? Or do you move technologies, forms and concepts
between them?
CA: We’ve diversified from our roots from working pretty much in a live per-
formance environment, and have moved into doing gallery-based installa-
tion work and exhibitions. I’ve always been a bit suspicious of the art world
myself. I am someone who trained as a graphic designer so maybe this relates
also to your previous question. I’ve always approached my work with a sense
of design and problem solving. I always feel there’s got to be a message, there
has got to be something you’re trying to express or say to the audience. I
think people that come to this type of work, or this area, from a more fine art
background, maybe they don’t have that sensibility so much. I have this deep
feeling that something has to have some tangible meaning or that there’s got
to be a use or utility to it. That it’s not just navel gazing, that it’s not just all
about me or my personal angst. I mean, it’s not I’m against personal angst, that
has its place and can also be meaningful, but I think, for me, I’ve always tried
to approached things in a more pluralistic way and to communicate a message
to an audience and maybe that’s because I come from a design background.
That sensibly has definitely led us as a studio and as a group of collabo-
rating artists, designers and filmmakers. We’ve managed to balance doing
design work and creating our own collective artworks. Sometimes the two
things are very related and inform each other. I’ll give you an example, the
very first live cinema show we did was drawn from material from a design
project that we’d been paid to create. Very often our artistic vocabulary was
generated from the different experiments and creative ideas we had gathered
through the creation of our more commercial design projects. Often it was
after we delivered a project we were able to repurpose it and put it back
together as something else, as an artwork. So there’s always been this kind of
relationship for us between the artwork and a design process.
I think we always bringing an element of design thinking to our projects
subconsciously. Even when we’re making our own artwork, we try to create
a brief for ourselves and trying to think, what’s the best way to express this?
What kind of materials do we want to use? We’ll never jump to a conclusion
like this needs to be video mapping, or this needs to be done like this, or
with this technique. It’s the same when we work with a client, we are always
asking, what are you trying to say? Who are you trying to talk to? What’s the
context? We go through a very methodical design process in order to choose
Interview 2: Christopher Thomas Allen 401
the right approach to the information, to choose the right approach to the
technology, to choose the right materials. And all these things change with
different situations – if we’re working in a museum context, for instance,
sometimes you’re dealing with physical design decisions that aren’t yours,
that are out of your hands. Then sometimes you can be working in a situa-
tion where you can define your space, you can define the kind of physicality
of the space and define the boundaries your working with more. There’s
been quite a few projects where we’ve ended up working with an exhibition
designer who has already conceptualised and defined a lot of these things,
and we’re in a position where we have to retrofit our ideas in order to make
sense of their design decisions, and it can be frustrating and a challenge, but
it can also throw up some really interesting results because of this.
As a designer and an artist, I always try to see any problems as the solu-
tion. And I know that’s a cliché, but I think it’s proved really true in my
experience, often its these barriers, these limitations or boundaries, these
things you come up against where you’re like, oh how’s this gonna work?
That you really have to fight against to find a way around. It’s in these situa-
tions were creativity kicks in, ideas are created, where art is created, I think
you can often find something special in those limitations. I think limitation
definitely breeds creativity.
SG: There’s a quote from Stravinsky, the composer. He said, when I sit down in
front of the page, I think of what I shouldn’t do.
CA: I’ve actually been stumped by offers to do projects where they’ve not really given
me any limitations. I have found that quite difficult. I always feel there needs to
be some sort of time or budgetary limitation in order for me to conceptualise
it, I can be ridiculously ambitious with projects, probably to my detriment, so if
someone says, “Oh, you can just do whatever you want.” it freaks me out!
SG: Let’s switch over to the music side of things. You’ve obviously worked with
a really wide variety of musicians for your own projects, and for the projects
with The Light Surgeons. Could you describe how you work with musi-
cians in a live context and explain your process of collaboration, maybe
focusing on one or two collaborations?
CA: Are you speaking more specifically with our live cinema work?
SG: It could be your live cinema work, or even the more commercial work
you’ve done with some bands.
CA: We’ve done lots of projects that are audio-visual, from creating our own
short films, which also have a large amount of sound design and music in
them, to our installation projects. Sound is a really important aspect of our
work. It’s 50% of the project most of the time. People don’t think of that
because maybe they associate us with Live Visuals and our work for other
artists, but a lot of our work involves the recording of sound and the com-
posing of music alongside the creation of the visuals. We’ve actually pub-
lished a double vinyl album of the music and documentary narratives in
our True Fictions live cinema performance. It’s a very important thing to
402 Steve Gibson
acknowledge. I’ve always been personally really inf luenced by sound and do
like to play with making music, but I can’t take much credit for that aspect
of our work, the musical compositions and sound design have been mainly
created by artists and composers such as Tim Cowie, Jude Greenaway and
Malcolm Litson along with various collaborators in the US and Malaysia.
A good example of how we integrate the sound and musical produc-
tion into a project would be something like our live cinema project Super-
Everything*. This was initiated through the music department at the British
Council, so that the whole project came out of the desire to initiate a musi-
cal collaboration across cultures. After it was initially created, the project
subsequently got UK funding from the Arts Council, also through music
rather than visual arts. I think that’s quite interesting, because people prob-
ably don’t see us as composers. But that project, which I would say is one
of the best projects we’ve ever made, came from a funding platform which
supported music and the rest of the filmmaking kind of blossomed out of
that initial invitation from the British Council to collaborate in Malaysia.
We were introduced to a range of different artists and musicians during
a research trip in 2010. We chose four sound artists from Kuala Lumpur to
work with. There were two major groups: one was a Chinese drumming
group called Hands Percussion,4 who were quite established and have several
troupes and do these quiet theatrical performances with traditional drums.
There was a group called Rhythm in Bronze5 who are largely a female
gamelan group. And there were also two other solo artists who contrib-
uted, an artist called Flica, who does post-rock electronica music, and then
an artist called Chor Guan Ng, a Chinese-Malaysian composer who really
contributed the most musically and ended up becoming very involved in
the project, touring with it and performing live. He’s a classically trained
pianist who can play the Theremin like no one else I’ve ever heard. He also
became very involved in the writing and composing of a string trio which
we added to the show when we toured it in the UK. Tim Cowie, the other
main composer and musical director of the project, worked together on
developing that and it was really beautiful and is soon to get its own vinyl
release on the record label Utter.
That project also had a very large and ambitious documentary film aspect
to it, the project tells this story about identity, ritual and place through
a series of audio-visual tracks that travel across the landscape of Malaysia,
looking at everything from shopping, religion, and the environment and
how these things effect people. We interviewed lots of different people from
all the main ethnic and cultural backgrounds, including the indigenous
Orang Asli people. As a result, it’s got this very epic, pluralistic story of our
collective humanity.
The music which came out of the project is a combination of Tim’s
interest in electronic synthesis, he’s really into modular synths and elec-
tronic processes, but also contemporary classical compositions. It was
Interview 2: Christopher Thomas Allen 403
puppet theatre from Malaysia. This is something I’ve been really inf luenced
by, this idea of the origin of film and cinema, that cinema really originates
from this very live theatrical medium that’s thousands of years old, that goes
back to the telling of the ancient myths of India, and these incredible stories
of the Bhagavad Gita. I’d like to imagine there’s some connection there with
what we’re trying to achieve with film and cinema today, using modern
tools to tell contemporary stories about now with images, sounds and voices.
Guan’s a very central character on stage during the performance, he’s
doing all sorts of mad stuff during the show like chopping up vegetables, we
do a whole rhythmic thing with a knife and a chopping board and contact
mics at one point. He also does other weird foley things throughout the
show that are caught as shadows by the lighting in beautiful ways, like play-
ing bowls of water as percussion by slapping the surface of the water with his
hands and creating these ripples and refractions of light on the screen. The
creation of sound becomes a very real visual element in the piece to the point
that sometimes, we’re thinking how can we create interesting shadows? So
the audio and visual elements are really inf luencing one another all the way
through from production to performance.
SG: But it’s not like using digital signal processing, which a lot of people would
use just to get that kind of rhythmic connection. It’s much more tactile, if
you like.
CA: There is digital signal processing, that’s part of it, but we have both. There
are layers of each going on at the same time. In a physical live sense, Guan
is doing a lot of live, improvisation on stage, and myself and Tim are run-
ning all of this other stuff live, but electronically. We’re using the Ableton
Live software, and we’re using the VDMX software live. We’ve got three
computers that are chained together over a network, we’re using MIDI over
a LAN connection so that when we’re triggering stuff it stays in time to
a central MIDI clock. I’m also triggering video clips using an Akai drum
machine that also has sound on it, and that audio is running through a Pio-
neer DJ mixer that has MIDI on it. If I add a filter from the Pioneer mixer,
I can link that sound effect to a visual effect on the computer, like adding
a blur or something in VDMX. In this way I’m able to link visual filters to
audio filters at the same time. Then I’m free to express myself and impro-
vise by building up and subtracting layers, adding textures and ambiences,
punctuating and manipulating the sound and image together. That’s where
the live audio-visual thing happens for me during the show, and all these
elements come together to form a whole.
SG: What do you consider to be the core conceptual, formal, artistic, techno-
logical, political, or any other values that inform your work?
CA: With the design work, I think it’s responding to the brief, and it’s really con-
sidering what the best response is to the context and the audience. I think
for me, that’s really central for any kind of project I create: what is being
communicated and what is the message, who are you talking to and what
the context is for this is central.
Interview 2: Christopher Thomas Allen 405
With our artwork, our films and our live cinema performances, I think
we set out with a goal to transport people somewhere. Where they may
be able to view the world slightly differently and form a new perspec-
tive (see Figure 17.5). I was very inf luenced by quite ambitious and lofty
films like Koyaanisqatsi,6 and films that provide a ‘Mondo’ view on the
world. I love to contemplate the macro and micro, to see the whole and
the details at the same time. I think this is an approach that has really
inf luenced me and I’ve been trying to re-create that with my work: to
elevate people to contemplate the world around them in a slightly dif-
ferent way to before that experienced the work hopefully. I hope the
result is not just entertaining, but it asks make people think a little and
contemplate too.
SG: There is a bit of an agenda, if not quite in a didactic way?
CA: I like to ponder things. I like to consider the world. I’m interested in the
world around me, and I’m interested in people, and I’m interested in politics,
and I’m interested in why we exist, I’m interested in theology, I’m interested
in deep questions about who we are as human beings, and I like to provoke
people to think that about these ideas too.
SG: So it comes back to the question about meaning?
CA: I think art has a very important a role to play in society, it’s about ref lect-
ing on ourselves, about understanding who we are, about imagining where
406 Steve Gibson
we might want to be and where we might go in the future. I think art has
got a central role to play and we are very fortunate to be able to create the
work we make. Everything in this room has been imagined, every single
object, everything that you see that is man-made, has been imagined, so
that means it has come from someone’s brain, it has been realised and turned
into an artefact or object. That’s quite a profound thing to consider I think,
to take on board that responsibility of imagining, and that’s why I think I
want to try to make something positive, to provoke people. I think it would
be a shame not to do that. I just like to see work that attempts ref lect the
wonder of the world, so I try to make work that provokes a sense of wonder.
I think the more I do that in my daily life, the better my daily life is. The
more time I spend not sweating the small stuff, the better I can cope with
all the uncertainly and stress of life. The more I think about the world in
a more abstract sense, like the fact we are all just very small organic things
on a crust of a ball of fire that’s f loating through space, the more I’m able
to think of myself within that broader idea of the universe. The more I can
relate to this wider view for the world and my place in it, the less stressed I
am and the more open I am. I don’t think that these ideas and thoughts are
necessarily didactic, there is just a passion for trying to engage people in a
sense of wonder, to transport them somewhere with the work we make. If
people are going to give you their attention for 45 minutes or an hour in a
performance, it’s nice to think, okay, they’re going to come out of it with
something, rather than make it an endurance for them.
Notes
1 Onedotzero Official Website, www.onedotzero.com/.
2 Raster official website, https://raster-media.net/.
3 David Parkinson, “Where to Begin with Humphrey Jennings,” BFI Official website,
www.bfi.org.uk/features/where-begin-humphrey-jennings.
4 Hands Percussion Official website, www.hands.com.my/.
5 Rhythm in Bronze Official website, www.rhythminbronze.com/.
6 Godfrey Reggio, The Qatsi Trilogy, Official Website, 1972–2021, www.koyaanisqatsi.org/.
18
INTERVIEW 3: GREG HERMANOVIC,
CEO, DERIVATIVE
Steve Gibson
Introduction
Greg Hermanovic is the founder and leader of Derivative, makers of the Live
Visuals software TouchDesigner. Greg is also well known as the co-creator of the
3D software Houdini. In this interview Greg discusses Derivative’s work with
high-profile artists and producers. He also discusses his own work as a VJ and
collaborator with various experimental music and film artists.
STEVE GIBSON (SG): You’re well known for being one of the co-founders of Side
Effects,1 which is a company that makes Houdini. Can you describe how
you made the transition from being a developer of animation software to a
developer of real-time visual systems, and a creator and performer of Live
Visuals?
GREG HERMANOVIC (GH): I think it’s a long continuum. I was always interested
in diverse performed and improvised music. I grew up in an era seeing Jimi
Hendrix and early Led Zeppelin live and the full-on electrification of music,
and moved into the hybrid electronic jazz era of Miles Davis and Weather
Report, and then into more experimental, avant-garde stuff, and ethnic
music like Balinese gamelan and shadow plays. I had seen Sun Ra and his
Solar Orchestra a couple of times, including his show with the Joshua Light
Show at the Newport Jazz Festival in 1969, which really set me off. So
I’ve always been really interested in the aspects of music that translate well
into visuals and graphics, especially the use of digital computers for making
images complementing music, and the free-f low of improvisational music,
which morphed for me into VJing.
I was also really interested in early experimental films, inf luenced a lot by
the Expanded Cinema book by Gene Youngblood. I’d seen a lot of the John
DOI: 10.4324/9781003282396-23
408 Steve Gibson
Whitney, Norman McLaren, Bill Viola, Stan Brakhage and Michael Snow
experimental animation films. At one point I sketched out an imaginary
computer system design that would replicate McLaren’s Synchromy2 as I was
intrigued by its very mechanical translation of sound to picture to sound.
Then I had the chance to work in aerospace on the US Space Shuttle
and learned a lot about engineering and computer graphics. There was a
real-time computer graphics simulator for training astronauts on the shuttle
project, and I was a member of the team of programmers on that. Then I
wanted to take that knowledge of computer graphics, and along with music
and improvisation, apply it to visuals at some point. So I joined a company
in Toronto called Human Computing Resources, where I learned UNIX
programming and later ported the Cmusic computer language,3 which came
from University of California in San Diego, to run on a PDP-11 mini-
computer. There I was exposed to Cmusic’s paradigm of the node-based
procedural pipeline. Although Cmusic is text based, it had that idea of nodes
feeding other nodes with audio samples and control signals. Before then I
was exposed to analogue music synthesisers, like the ARP 2600, the Synthi
AKS, and the Moog. Those are all modular synthesizers, where you plug the
output of one module to the input of another module and, especially with
the Synthi, you tend to generate wild feedback loops.
That audio experience and that interest in visuals led to leading a group
building a computer graphics system at Omnibus Computer Graphics4 called
PRISMS (see Figure 18.1). But when Omnibus started acquiring its largest
competitors, it imploded. One of my co-workers at Omnibus, Kim David-
son and I started Side Effects, and we bought PRISMS source code from the
bankruptcy of Omnibus. That was the beginning point for our product line
of Side Effects. There was a healthy diversity of animation systems around
1990 – Wavefront, Alias Power Animator, SoftImage, TDI, Vertigo from
Vancouver and the beginnings of 3D Studio. But none had a procedural
node-based workf low.
When we founded Side Effects with PRISMS as our starting point, we
engineered into it what we call procedural modelling, or Surface Opera-
tors, which paralleled the patchable modules of analogue modular synthesis-
ers. PRISMS can take a geometry in one ‘operator,’ like a curve of points,
pass it to another operator which puts a circle at each point, then pass that
to another operator that skins them together. The resulting output was a
3D shape. So all these were done using stages of procedural nodes, which
were very analogous to patching modules together in a music synthesiser.
The great thing was, as it is with synthesizers, if you twiddle a knob on an
oscillator it affects things all the way down the chain immediately. So the
procedural modelling idea we designed into PRISMS led to our first Acad-
emy Award. And we engineered procedural 2D image compositing into our
next product, Houdini. Then this whole procedural thing kept on evolving
once I spun off from Side Effects to start Derivative to make TouchDesigner.
Interview 3: Greg Hermanovic 409
FIGURE 18.1 Kim Davidson, Side Effects Software, PRISMS software interface,
1987, ©Side Effects Software. Used by permission.
Source: Mail conversation with artist available on request.
the output, but the entire ecosystem of TouchDesigner is different (see Fig-
ure 18.2 for an example of a TouchDesigner interface).
GH: Yes, that’s right. The output of PRISMS, Houdini and the animation tools
are almost always non-real-time generated sequences of images. And the
output of the real-time tools, of course, is video, audio and data, all pro-
duced in a 30th or 60th of a second. And it needs to be fully controllable
live. As a result, you can improvise with it a lot more because it’s all at your
fingertips. That opens up a whole other domain of input devices and touch-
screens that really don’t apply as well to non-real-time rendered animation.
In VJing I was interested in improvisation, and just kind of winging it,
but also with some structure. It’s like a jazz musician who is playing a struc-
tured theme with the other people in a group, it is evolving on its own, and
then they go off on tangents, and come back to the themes. They do that
very naturally and f luidly. But when it comes to making digital images, that
was new territory. So that’s why I got interested in doing what’s now called
VJing: I was making visuals at first for electronic music parties. Electronic
music is easy to work with because it’s somewhat repetitive yet has a lot of
variation to it. And you can follow a groove visually, while the music’s doing
its own kind of variation. In VJing I feel like I’m another instrument that
you don’t hear, that you just see. That’s what I think of when doing visuals,
I consider myself the extra guy in the group doing an extra layer visually.
Yeah, doing something along with the music, but a bit different than it.
Alas however, most of the time I spend developing tools for performing
visuals versus performing with them. Well, I do perform with them enough
FIGURE 18.3 Ryan Ulyate, Dave Bianciardi and Greg Hermanovic, Interactive Dance
Club at SIGGRAPH 1998, Photo by Ryan Ulyate. ©Ryan Ulyate,
Used by permission.
Source: Mail conversation with artist available on request.
culture before that. Could you describe your involvement in the event and
outline your thoughts on the inf luence it had on future developments in
Live Visuals?
GH: Interactive Dance Club was conceived by Ryan Ulyate and Dave Bianciardi.
Ryan’s a musician and remixer. Dave’s a sound and control systems tech-
nologist. They pitched the idea to SIGGRAPH of a four-night dance club
with lots of music-synced interactive devices and visuals. They got a sub-
stantial budget to put Interactive Dance Club on during SIGGRAPH 1998 in
Orlando. SIGGRAPH had no idea what they were getting. I was invited in
to help design and produce the visual component of it, since they wanted to
have interactivity and generate controlled sound and visuals. I immediately
got a loan of six Octane machines from Silicon Graphics (about $40,000 US
each!), and those were feeding six large projection screens, in six ‘zones.’
We then got together with a bunch of Houdini artists to produce 24 differ-
ent real-time visual pieces, four for each screen. There were four musical
pieces: a ‘Tiki’ one, a drum and bass one, a funky one and an ambient one.
With the Houdini artists we designed visuals for the six zones. And each
zone had some special input devices: one was a set of eight stomp pads that
you could jump on, another had a pair of car tires you could turn to get
0–1 angle values, another had two hand proximity detectors, one had a big
spherical orb with 18 pods that you stuffed your hands into to trigger things
Interview 3: Greg Hermanovic 413
up on its projector screen. Every area zone had a unique input device, a
screen, four different visuals, and music or sound samples specially com-
posed for that zone.
SG: So those were going on simultaneously?
GH: Yeah, so every song was about 20 minutes and had a multi-track music base
to it, which kept the rhythm and song-structure going. Plus every zone had
a whole bunch of sound effects and loops that were triggered or altered by
different actions in the zone. The input devices, being played by the ‘club-
bers,’ directly affected stuff on screen and the zone’s sound. All the graphics
were real-time generated, sometimes 2D but mostly 3D, and they of course
had connection to the zone’s input device. All the sounds were mixed by
Ryan at the mixing board with feeds coming from the audio generator in
each zone. We knew that there would have been a real cacophony of sound
if there wasn’t a foundation to the rhythm and the bass tracks. They designed
the songs quite interestingly: they all had an intro section and then a build-
up, and then a chorus, and other sections of the song, and Ryan could stay
in a section as long as he wanted and hop between sections (Ableton wasn’t
born yet). It was all structured so it could stretch from 15 minutes to 20 min-
utes a song. The participants would get into the zone and take turns playing
with the input devices.
We followed a 10 Commandments of Interactive Experiences that our
design group came up with. Some of them are: “Input devices, visuals and
sound shall encourage movement. Actions and responses shall be repeat-
able. Immediate and positive response shall be given to all actions. No prior
expertise shall be needed to play. No instructions shall be needed. No think-
ing shall be allowed.” Stuff like that. So with these 10 commandments the
team of Houdini artists set forth in designing and building, troubleshooting
and tuning all these twenty-four visuals to the four songs in the six zones.
I think it was nicely structured. And I think that’s what proved to be its
success: there was enough structure and linearity to it that it was comfort-
able, but there was enough ability to go off on tangents and improvise by
the participants and by Ryan in the mixing. There was lots of visual variety
throughout each song and it was hugely amusing.
SG: That’s a good description of it.
GH: So what was the question again? [Laughs].
SG: I think you’ve answered the question about your involvement in the event,
but do you think it had an inf luence on future developments, either on your
own or amongst other artists?
GH: The 24 pieces that the Houdini artists made as a result of that are compiled
together with other visual synths into a CD called TouchArt 017 along with
40 newer visual synths which came out in 2004 with TouchDesigner 017,
and was subsequently placed on the Derivative web site (search TouchArt
017). All the pieces were converted into a form where you can start it up
on a PC and play it – with equivalent controls of the original art pieces. We
414 Steve Gibson
learned how important it is to tune, test, observe, tune, test, observe for each
specific situation that an interactive piece exists in.
In fact, during the Interactive Dance Club, we were tuning things every
night based on what we observed that day, re-engineering things, simpli-
fying things, getting timing down, making the art look better and fixing
bugs. The whole team was actually developing night to night to night to
make the experience better.
SG: So it inf luenced the development of your software?
GH: Yes, that’s right. For one, what came out of Interactive Dance Club in terms of
software product was the development of a new subsystem which we called
channel operators – CHOPs, which makes controlling things in real-time a
lot easier, similar to control signals in modular audio synths. And then once
we spun off Derivative to make TouchDesigner, a real-time compositing
subsystem also emerged because real-time GPU compositing became fea-
sible with computer graphics cards in the late 1990s and early 2000s. The
speeds became so fast that you could actually do a lot of image processing
on the graphics card.
SG: Your own work as a live visualist has a kind of painterly quality and a
visual richness that I would say is probably lacking in some other in some
other Live Visual work. Can you describe the inf luence of painting on
your work?
GH: First, the art that I enjoy the most visually and sound-wise has a lot of tem-
poral scale to it. I first VJed at numerous raves and electronic music events
in Toronto, like Chemistry, Fukhouse, wabi, Tribe, Simplicity, Industry,
Turbo, Area 51 and more. I formed a collective called El Kabong where
we did tag-team-style jamming typically on two computers plus tape and
a mixer. In VJing with electronic music, what I mean by temporal scale is
that some layers of music may be very slow moving, and kind of meander-
ing, some would be more rhythmic, some would be very syncopated, and so
on. I like hearing all those aspects of the music at one time, dissecting it in
my head, and then piecing it together. I like to make imagery that mirrors
or counterpoints that. To see imagery that’s always jarring, f lashing every
frame, that kind of stuff – that’s not enough. I like seeing combinations of
layers that may be slowed down or frozen, blurred out or slowly smearing
along with rhythmic or syncopated stuff on top of it, with regular/irregular
patterns, mixed, timed and tweaked in varying proportions. I construct and
adapt visual synths that can be performed with simple controls, like the 16
sliders and 16 buttons of a Peavey 1600 MIDI controller. This way of gen-
erating and mixing matches the structure of many sub-genres of electronic
music, for example drum and bass which is very fast and variable, but it has
a lot of underlying constancy to it. Techno is very much like that too, with
long builds and so on. That’s the kind of music I like, and that’s the kind of
visuals I like to produce (see Figure 18.4 for an image of Greg Hermanovic
live VJing).
Interview 3: Greg Hermanovic 415
FIGURE 18.4 Greg Hermanovic performing with TouchDesigner, with Tom Kuo @
Project, Toronto for Kuo+Marshall, 2001, Photo by Tom Kuo. ©Tom
Kuo, Used by permission.
Source: Mail conversation with artist available on request.
SG: Just like electronic music will often slowly develop, and may, as you said,
have a lot of f lutter on the top, but as something constant maybe it has a
sustained note or something like that?
GH: Yes, even if it’s a long, sustained, drifting tone. This led to my building
a video mixer with the features that give you that kind of control. I use
blurring/softening a lot to give some layers a rest: mixing very blurred or
smeared so they are indistinguishable, with some layers that are very sharp,
being able to blur-unblur them with plenty of speed-control.
SG: It’s kind of similar to foreground and background in painting in a way. A
lot of painters will do exactly what you’re describing, particularly if they’re
working in a more abstract medium.
GH: So foregrounding and backgrounding meaning that they emphasise or
diminish some of the elements? Yeah, that’s true. Simple things like taking
colour out or pushing colour using chroma modification techniques that
you find in video compositors.
SG: Your Live Visuals software TouchDesigner has been used in a wide variety of
contexts and also by some pretty high-profile artists and producers – Plastikman,
416 Steve Gibson
Rush, Disney. Could you refer to one or two of these collaborations and
outline how TouchDesigner was used?
GH: In the case of Plastikman, I’d met Richie Hawtin [aka Plastikman] a couple
of times at different performances of his and kept in touch. Richie and his
visual designer Ali Demirel came to the Derivative studio one day with a
copy of Norman McLaren’s Synchromy. I was astonished as it was one of my
favourite films.
SG: Right. Interesting [laughs].
GH: He said, “Can you do something like this? I am thinking of doing a show in
the next couple of months.” [Laughs].
Richie was one of the first musicians I talked to that really understood
how visuals could be locked into music in a way that a performer can con-
trol both at the same time. Being a one man show, he doesn’t want to have
a VJ sitting there, he wants to just do it all himself. You know, control the
musical and visual elements. At that time Ableton Live had just come out,
and so we hooked TouchDesigner in with Ableton. We built a couple of art
pieces that were part of Mutek in 2004, and some of them look pretty amaz-
ing, some of them were really connected: like during the show, and during
rehearsals, there were times where he was tweaking the sounds, and the
connected visual behaviour was an artefact of the sound. But then he oper-
ated the opposite way – he would look at the picture and say, “I want the
spheres to pop out a little bit more this way.” And to do that he was playing
with the MIDI controls, which simultaneously had a clear corresponding
effect on the image and sound. That behaviour where “I’m controlling the
visual and as a side effect I’m controlling the sound,” – I hadn’t experienced
that with anybody at that point. Although I hadn’t expected it, Richie really
got it and it was pleasing to see one aesthetic applied in both visual and
sound at the same time.
We then hooked up with him about five years later for the Plastikman
2010 tour (see Figure 18.5) which involved more songs, more design, and
more structure. Jarrett Smith, my partner at Derivative, worked with him
closely on all the tracks along with Markus Heckmann and others, engi-
neering the visuals for each song: like what instrument is connected to what
visual, and what the relationship of the visual is to the sound elements, and
how you transition from one song to the next, what things are dropped
out, how you pull things in and then how we leave parts of the songs open
so Rich can improvise on things on a very simple level. Even a POP sound
connected to a dot appearing and animating is very effective if they are
synced and controllable, becoming easily ‘graspable’ by the audience.
To maximize the data we had to play with in TouchDesigner, we streamed
instrument-separated pre-mixed sound channels into TouchDesigner. We
pulled in tempo, loop triggers and MIDI drum events. Some visual elements
were connected to sliders or drum pads. Each song was a combination of
numerous mappings of generative visuals driven by automated or manual
control.
Interview 3: Greg Hermanovic 417
FIGURE 18.5 Richie Hawtin aka Plastikman live at Time Warp in Mannheim,
Germany 2010. Photo by Stefan Solf, ©Richie Hawtin and Stefan Solf.
Used by permission.
Source: Mail conversation with artist available on request.
SG: It sounds like it was like an interesting combination of the very formal pro-
cess of building things for the songs, which have particular visual elements,
but then allowing control of those elements to be spontaneous.
GH: Yes, that’s right. Some of these songs could go completely without him
touching anything, but he could and does intervene at any time, at any
level. Some songs needed a lot of control by him on the visual side. Most
challenging are the long transitions from one song to another – with visu-
als it’s not simply fading things out and in – there are a lot more param-
eters at your disposal – lighting, zoom, speed, texture, effects, and one layer
affecting another layer. The visual elements act as intertwined layers in the
experience.
The collaboration was organic: we all had design ideas and we absorbed
them into the tracks in certain ways, and then they mutated a lot from the
first show to the last show. We were always trying to make them better, react
to Richie’s perpetual musical refinements and work with the stage lighting
as well.
SG: Your HD video mixing tool Mixxa has been used in a feature film by Peter
Mettler, The End of Time.6 Working with Live Visual software for a ren-
dered film intended for theatres rather than performance seems to me to be
a pretty different experience than preparing material for a live music event.
Could you describe how this collaboration came about and how you use
Mixxa to generate the films used in the sequence?
418 Steve Gibson
GH: Peter had done live video mixing quite a bit before I met him, and we
were mixing side by side at a couple of electronic music events. He was
using video cassettes, mostly Hi8 and VHS, and a Panasonic MX50 mixer
and sometimes Isadora. I was using an MX50 video mixer as well, but I
was feeding it digitally-generated output from our software. I made some
TouchDesigner synths specifically for some events, and a VHS and Betacam
tape machine got in the mix as well, sending NTSC video to projectors.
At that time I became interested in making a video mixer whose inter-
face was a touchscreen, leading to the first inception of Mixxa in 2007. It
had three video channels and did a couple of groovy things, and I was quite
happy with it. I got numerous people to perform with it – watching them
gave me good feedback, but then Peter started to use Mixxa. This changed
my thinking about how to arrange the user interface of a video mixer – to
be similar to the way a person would live-mix audio, with each of the audio
sources passing through a couple of filters, a volume control at the bottom,
and a couple of effects, Aux sends and receives, and some patching that
mixes the channel to the master output.
It mimicked his analogue video and audio mixers. Then we expanded
Mixxa to be a 9 × 9 matrix of cells, nine video channels wide and nine
effects high. Each cell takes video in, applies effects/mixes using the UI
controls or MIDI, and outputs video, Some cells of the matrix combine pairs
of cells into one, and some process the previous cell such as blur. Columns
are composited together in pairs until you have one master mix. I followed
the paradigm of the audio mixer design style into Mixxa to see how far I
could go while keeping it functional, graphics-focused and operable with a
touchscreen.
I followed some design principles for Mixxa. For instance: all the ele-
ments, effects and features should be accessible with one, maximum two
mouse clicks or finger presses in order to keep the interface as f lat as possible;
no things pop up in front of other things unless you’re doing maintenance;
the menus are integrated in a way that they are simple to get at with your
fingers; the graphic elements of the interface are as simple and mono-
chrome as possible because all your video elements are where the colour
should be. This video mixer became a huge personal project – I kept adding
more and more features, driven by our joint experience with it. Then I add
more complexity – presets, each comprised of all cell parameter values as
well as the arbitrary patching between them. Then we faced the challenge of
how you get from one preset to another without being jarring. So I imple-
mented a way of going from one preset to another step by step, controlled
by one slider only. Then we thought of a semi-structured show as a bunch
of presets that you arrive at and improvise from.
Peter had an interesting approach to mixing because he is very much an
improviser of visuals, but he also wants to get back certain prior looks, or
combinations of movie files that he had created in the past, so I implemented
Interview 3: Greg Hermanovic 419
a history list so he could easily trace his way back. He quickly surpassed
200 bins of movies with about 15 to 40 movies in each of them. The size
of it got absolutely huge and it became impossible to run on the computers
that we had at the time. I was always trying to confine his system to run
on a portable mini-Shuttle PC and I kept him down to that, but then he
kept on blowing up memory and blowing up graphics cards. A year or two
later he bought a graphics card that was twice as fast as before. So for a short
moment Peter was happy again and I was happy, until he added more. Then
we tried to get a good frame rate – 30 frames per second plus with a lot of
compositing. It’s a very graphics-heavy tool – to actually have the whole
graphically-complex editing and the compositing underneath with multi-
outputs to your audience all in one tool is daunting. But Mixxa works.
Fortunately I work with our programmers here at Derivative, and Mixxa
is a great test case to optimize the speed of TouchDesigner’s video playback
and compositing.
I’m always designing small prototypes and experimental tools, and then
determining, can TouchDesigner do this? For me, I’m lazy – I don’t want
to program anything, though I don’t mind some Python scripting. I want
to be able to build everything by just connecting nodes together and adjust-
ing parameters, with a minimum of typing. Within those constraints, our
team at Derivative determines what’s lacking in TouchDesigner. Then our
developers get involved in providing new operators or features, or optimiz-
ing the speed of TouchDesigner to reach certain performance goals. It’s a lot
of back and forth between Peter as a user of a tool and myself and our dev
team. He conceives of capabilities he wants, how he wants to organise and
perform things, and I am in the middle with my own design ideas – then our
programmers help to realise something practical.
SG: It’s an interesting concept. I know he is a live visualist, but he’s also a film-
maker. So it’s interesting to use what is a Live Visual tool, and then to turn
it into something that goes into a rendered film.
GH: He had shot lots of video footage for The End of Time. And he knew that he
was going to mix some of it live, and then record and insert it into the film.
He chose about 100 clips that he wanted to mix live. So we converted them
into a slightly lower resolution for Mixxa to get a good playback frame rate.
He practised a bunch of mixes and ideas at some live events informally, and
then it came down to some combinations that he wanted to live mix for
the movie. So basically he was still performing live, but this time it was
in the studio, working the controls, going from phase to phase, trying to get
some timing right while performing along some testbed electronic music he
chose for the film. We recorded numerous takes, picked the best ones and
rendered them out at full resolution. Those became ProRes clips that ended
up in the film. Like I said, this is at the border of what was feasible on a
portable gamer’s laptop.
SG: That’s the same struggle we all have.
420 Steve Gibson
GH: I think, for me, I am interested more in real-time performed graphics. The
image quality is important, but it’s not as important as responsiveness and
also getting good framerate, just getting good, natural motion. And if the
image quality has to suffer a bit because of it, for me, that’s fine. So I’ve
always kind of followed that.
SG: You can’t really follow that though, if you’re putting it into a theatre.
GH: Agreed! That’s why we captured all the performed gestures, then re-
rendered it to full resolution clips in non-real-time, then edited it into the
film. It was a hybrid performed-post-rendered project.
SG: Great. That’s really interesting. Okay, so here’s a last question. It’s a ‘future’
question, so you may not be able to answer. What are the future develop-
ments you’re planning for Derivative, TouchDesigner or any other venture?
It might be interesting gigs that you have coming out.
GH: I see only a limited distance in the future because we are building a prod-
uct with currently available technology and hunches of what people will
want in the near future, which in itself is a lot! We’re always trying to make
TouchDesigner better for more people in the short term. Now it is used in
schools to teach graphics, real-time media arts and even math and science.
It’s used in interactive art projects, media playback systems, show control,
visualisation projects, puppeteering in theme parks and more. It’s great to see
the synergy of all these fields mixing up – this synergy totally drives us, and
it is great that one product can serve all these needs, and that people can go
off and build their own applications.
In 2005 it was almost unthinkable that a non-programmer could make
their own video mixer product, but now you can actually build your own.
And that idea of building your own interactive applications with a proce-
dural node-based system, high rendering quality, great video playback and
all that. It opens so much up.
Going forward, TouchDesigner has been evolving to interface with a great
variety of input devices and protocols to get live data into and out of Touch-
Designer. Like Oculus VR and Leap Motion, robotic machinery, Arduinos,
DMX lighting control, trackers and all that. That’s natural – TouchDesigner
is designed to f low and process data through it. More web interaction and
more web interoperation as well, and TouchDesigner in the cloud.
I would very much like to be performing more stuff, but as we were dis-
cussing earlier, I spend 95% of my time developing the tool and 5% trying
it out. I actually like building tools, getting them out to people and letting
them take it from there, seeing what they do with it, and informing what
our development team builds next. I personally prefer performing in situ-
ations where there’s zero expectation about what you are about to do, just
turn up, plug some gear in, work with the people around you and experi-
ment. So I like the more guerrilla-style situations.
SG: Some people have like a master plan of what they want to do. You guys have
obviously come a long way right now, to the point where it’s not like you
Interview 3: Greg Hermanovic 421
need to solve that many problems. At some other companies that are really
just starting up. They need to solve every problem. So they really need to
have a set of milestones for the future.
GH: Yeah. I think we’ve reached a point where the infrastructure of Touch-
Designer is pretty broad and open. It embodies 3D, audio, compositing, user
interface building, data interoperability between TouchDesigner and other
systems. That’s a great starting point. Going forward, we find it most excit-
ing simply keeping pace with the expanding horizons of the TouchDesigner
community.
Notes
1 SideFX Official Website, www.sidefx.com/company/about-sidefx/.
2 Norman McLaren, Synchromy, National Film Board of Canada Vimeo page, 1971, https://
vimeo.com/29399459.
3 Alex Di Nunzio, Cmusic, Musica Informatica: Computer music history and more Web-
site, 2010, www.musicainformatica.org/topics/cmusic.php.
4 Omnibus Animation Demo Reel (1985), VintageCG youtube page, 2009, www.youtube.
com/watch?v=K18ZcE2t1Kw.
5 Ryan Ulyate, David Bianciardi, Judith Crow, and Greg Hermanovic, “Interactive Dance
Club ’98: A Legend in the Making!,” in ACM SIGGRAPH 2018 Panels (SIGGRAPH ’18)
(New York, NY, USA: Association for Computing Machinery), Article 3, 1–2. https://
doi.org/10.1145/3209621.3214887.
6 Peter Mettler, The End of Time, Vimeo on-demand page (paywall), 2018, https://vimeo.
com/ondemand/eot.
19
INTERVIEW 4: MARKUS
HECKMANN, TECHNICAL
DIRECTOR, DERIVATIVE;
PROGRAMMER FOR CARSTEN
NICOLAI AND OTHERS
Steve Gibson
Introduction
Markus Heckmann is a software developer and programmer who works for
Derivative. He has collaborated with alva noto/Carsten Nicolai, Matt Thibideau,
Whitevoid and many others. In this interview he discusses the ideas behind these
collaborations and how he helped to design idiomatic Live Visuals interfaces for
their various projects. He also talks about his own work as wuestenarchitekten.
STEVE GIBSON (SG): You work at Derivative on Touch Designer now, having
moved from Germany to Toronto. Could you describe your background, and
what led you to Live Visual software research and Live Visuals performance?
MARKUS HECKMANN (MH): I started after school, pretty much when I went
to University in Germany to a Technical University, which are focused on
engineering degrees. And the course that they had was called Media Tech-
nology. It was a new course, I think I was in the second class that took this
course. That was in 1998, and they tried to get into the whole media thing.
That’s probably the best way to describe it, because it seemed that they really
didn’t know either what it was going to be yet. So you were exposed to TV
studios, and live recording there. A little bit of everything mixed in with
the typical engineering degree, and stuff like math, electrode technology,
or electronics programming. But of course, student life has lots of parties,
and during the time back then more and more people were performing Live
Visuals at these parties. This probably might be a personal thing, but what
I found always distracting there was that there was content in the visuals.
The use of advertising snippets or news snippets made me stare at the screen
literally, not being able to enjoy the party essentially.
SG: So you were distracted?
DOI: 10.4324/9781003282396-24
Interview 4: Markus Heckmann 423
MH: I got distracted by it. And during my studies, I did two internships and met
a guy called Sven Gareis from Berlin, he is part of monitor.automatique.1 And
they had, they had different approach to it. They built their own tools in
Macromedia Director.
SG: I remember it well . . .
MH: They were ripping apart pixels essentially, making it a little bit more
abstract. The approach was to more accompany the music, and establish a
feel around that, rather than trying to bring ever faster, changing, recogni-
sable images that might bring a meaning with them. And from that point,
he encouraged me actually to go into the field of VJing. Soon afterwards,
through a small article in 3D World the magazine, I found out about Deriva-
tive and the software that they were creating. This sounded exactly in my
direction, as the software was promoted as being completely generative. You
could create content that goes with the music, that doesn’t necessarily bring
issues to the table. Then I did an internship here in 2002–2003 and I used
the internship also, of course, to learn the software, and then to use it for
myself in my VJing, which I did extensively.
Through that I also met Stefan Kraus in Weimar, and I eventually actu-
ally switched University to the Bauhaus in Weimar to study with him, or to
be closer to him. He was part of a group called MXZehn.2 And they defined
VJing very specifically as video not film. So they took a departure there.
They were called MXZehn or MXTen, referring to the Panasonic mixer, and
they used this mixer just in a feedback loop, so no content. It was a pure
instrument, because if you played it, you could create abstract imagery and
colours on the screen. If you stopped playing, it would white out.
Those two [Gareis and Kraus] were probably the most inf luential people
that brought me into the world of VJing, and they also informed my style
as well. Soon after that I left University without ever finishing, and started
a job here [at Derivative] because the offer came up. And that’s the back-
ground there.
SG: That’s really interesting. Because I can see the abstraction playing out in
your own work.
You’re [the] technical director at Derivative, and obviously, you work
intimately with the development of TouchDesigner. Can you tell me what
your key goals, strategies or methods are for producing and programming
such a vast and complex, interactive system?
MH: I think there’s multiple inf luences there. That’s the one thing that is very
beneficial being in such a small company, and such an open company as
well, is that some of the development is driven by personal interest. There is
development driven through projects that you help on or completely deliver,
and there is inf luence through user input. Looking at the outside world:
what is the world currently doing? What do they need? Of course, you
try to attract outside people, not only your user base, but you’re talking to
everybody, trying to get them to use our software. The development tries to
424 Steve Gibson
please all these different inf luences, and you have to weigh what makes most
sense, and what is achievable? Sometimes it’s about what is it nice to have: is
it necessary? Can you achieve goals without x? And that’s mainly it actually.
SG: So it’s about finding the key thing that’s necessary for either a project or the
software itself? I mean, TouchDesigner is quite vast and complex. So I think
what’s interesting about it is it seems to be able to be made into a number of
different things, as opposed to say a normal piece of VJ software.
MH: You try to cover as many fields as possible. When the first versions of
TouchDesigner came out, the interface and the whole feel of the software
was strictly directed towards VJs. It has left that path quite dramatically
more and more, becoming a content creation tool for interactive projects.
And of course, this is nice, because Greg is practising this and I love practis-
ing this myself: taking it into any dirty club and just VJing with it, while
somebody else might run huge installations that runs in offices or at fairs.
One more thing is actually you judge trends that are currently on the
market, and you try to see if those are very short-term trends that shouldn’t
be implemented, or if those are long-term trends that will last for a long
time, that will stay around?
SG: That’s a tricky one.
MH: It’s tricky. Although you can tell from the advertising market fairly
nicely . . .
SG: To a degree . . . Greg [Hermanovic] and I had a discussion around virtual
reality. Everybody in the early 2000s said, “Virtual reality is pretty much
dead, the helmet kind of killed it.” Now look at what’s happening. It came
back with a vengeance. I think it became kind of uncool for a while for vir-
tual reality: “that’s so 90s.” You know what I mean?
MH: Yes, some things, of course, come back.
SG: I think it was not really very realisable using the technology in that era. I
think that’s why it was dumped, but now it’s much more facile.
MH: It’s also an accessibility and practicality issue. With TouchDesigner, our
task is to find possibilities for users in the short term to develop these things
themselves, and bring it into the software. So providing connections in the
software, where they can hook in and develop it themselves.
SG: Isn’t it because there is a kind of modular system right within TouchDe-
signer where you can add things in?
MH: Yes, there’s that and then there’s a port to any kind of interface protocol,
where we try to interface with lights via DMX, or with other hardware
using MIDI, TCP IP, any of that. You have a wide array of possibilities to
talk to TouchDesigner or communicate with it.
SG: Your work as a live visualist and programmer has involved collaboration
with a number of very prominent musicians, interaction designers and art-
ists, including alva noto,3 Matt Thibideau,4 Whitevoid 5 and many others.
Could you refer to one or two of these, and outline your involvement in
these projects?
Interview 4: Markus Heckmann 425
MH: The three you mentioned are all a little bit different. They’re distinct, in
how my work is structured. So they’re good examples of all the three paths
that my work takes. Starting with alva noto (see Figure 19.1): working with
him on his projects, also informs my aesthetic, and how I see aesthetics as
well. He has had a huge inf luence on that. He’s the artist in this project and
I’m the programmer. I can experience my creativity through translating his
view on something, and putting it into an installation, into practice. And
this is actually a very rewarding process, because I learned a lot about how
other artists see the world, and I learned a lot about process, how they get to
the finished project.
SG: Did he have a lot of instructions for you or a set programme that he wanted
you to use?
MH: He would give me very precise instructions on what is to be displayed.
Literally very precise, and there’s not much way I can go astray from these
instructions. Other things are more ideas that he would communicate, and
you work on these ideas until you meet the expectation there. I always feel
that this is for me a great learning experience right there. It’s inspiring work:
fulfilling a vision of an artist or completing the vision of an artist. Because
he takes so much with you from that.
SG: So it fed into your own work later?
MH: Yes, I believe so. It very much informs what I do in terms of distilling
things down into simplicity. I would hope that it informs my aesthetic work
as well.
SG: What about the other artists?
MH: On the opposite side, the next one would be the Matt Thibideau collabora-
tion that we did, which is a much more freeform thing (see Figure 12.3 in
Chapter 12). It’s more like a traditional jam actually, where Matt produces
the music, and he would give me some information in the form of MIDI
FIGURE 19.1 alva noto, Conception photo 2012, Elektra 13 Musée d’art contemporain
de Montréal. Used by permission.
Source: Galerie EIGEN + ART/Berlin [email protected]
426 Steve Gibson
notes for example. It gives me some sense of structure. I’m taking that and,
in a way, live coding the performance. I have a base structure, and with an
open system, that’s great to do. Because you build a new branch, you work
on it for a bit, and then you splice it back into the main branch and have
that displayed. You can go through a couple practices. And that’s what we
would do. You set themes essentially, that you agree on, and then you go
from there. With every practice, you get more comfortable with the system
and can go freeform from there.
SG: So you’re responding very much in the moment, even though there are trig-
ger points.
MH: Yeah, definitely. Although I have to say personally, of course, on a large
stage it’s harder to do that.
SG: Especially if you’re doing it at Mutek, which has a fairly discerning crowd.
MH: And the jam sessions usually last longer than the performance itself. It gives
you a little bit more time to get into it. Which is something that I actually
love about club visuals, you have the first two hours to just get into the
rhythm of things. And then you’re good for another two hours.
The third one, the Whitevoid project, that’s the kinetic lights (see Fig-
ure 19.2). This is a purely engineering project. There is there’s creativity in
solving problems. It’s the creativity then of the person who’s programming it
that we’re building in the application. Otherwise, it’s very technical.
FIGURE 19.2 Christopher Bauder’s and Robert Henke’s GRID at Fête des Lumières
Light Art Festival 2013 in Lyon. Whitevoid KineticLights employing
TouchDesigner. Image by Christopher Bauder. Used by permission.
Source: Markus Heckmann [email protected]
Interview 4: Markus Heckmann 427
SG: Your own personal work has an overarching interest in abstract geometrical
forms, deliberate avoidance of realism, or any video-based imagery. I could
be wrong on that, but I don’t remember seeing any video-based imagery in
your work at all. Is this a personal preference? Or do you consider yourself
part of a movement or an aesthetic grouping that favours the abstract over
the real?
MH: Initially, as I described, this was a pure gut feeling, literally not able to stand
the onslaught of images on myself. Later on, meeting other people who fol-
lowed the same path, that got me going more into that topic [abstraction].
And then looking even further, learning about it more, studying, looking
into past artists you find that it’s a very old movement.
SG: In film history, Stan Brakhage . . . .
MH: Fischinger . . .
SG: Norman McLaren, although he has some realistic elements in some of his
films . . .
MH: A big inspiration was Peter Kubelka.7 He has these f licker films, there’s
white and black fields essentially, black being silence and white being every
Interview 4: Markus Heckmann 429
in Toronto. Could you describe the connection between your work with
Derivative or your Live Visuals work and that work?
MH: The name wuestenarchitekten informs the content. I just picked that name,
and it was difficult for everybody to say, and I thought that’s perfect. But
the underlying thought is that wuesten is the desert. And combined with
architects, ‘desert architects.’ The thought of for me was that the des-
ert resembles complete entropy, complete chaos, the sand being complete
noise. And out of this noise you form your content, your installations.
You pick from, you filter the noise into what you want to say. Going with
that, I’m trying to take out as much as I can, and come up with a single
statement.
SG: So it is kind of minimalist in a way?
MH: Yes, very much. And how it connects to my work with Derivative? It’s
probably around a corner. Because it goes through the VJing experience,
that very much was shaped also by the work here [at Derivative], and by the
work with clients. But then there is there’s probably a need to do more. To
get away from just the party crowd, to actually try to have people look at
something . . .
SG: To actually pay attention to it for a while?
MH: Yeah. And so it’s inf luenced by what I do as a VJ. And what I learned about
what has been done before, and what I have read makes these projects and
shapes them? But I don’t think there’s a direct connection between Deriva-
tive and my [installation] work. That is natural life.
SG: I have maybe a more follow-up question, do you borrow concepts from your
software development in these art exhibitions?
MH: Basically, this is probably true, actually. That’s where I feel there’s con-
nections between them. I should start this way: I like the display of things
connected with science. I find that easy, I find that clear. It’s not a muddy
terrain. Life can be muddy already, so I try to steer clear of that actually, by
using scientific concepts. And working with developers here gives me the
opportunity to learn about certain scientific concepts, concepts in computer
vision, math, that I myself might not be familiar with, but through them, I
actually learn about it, and I can use these concepts or abuse these concepts
in my own work (see Figure 19.4 for an example of Markus Heckmann’s
installation work).
SG: So the kind of hard or scientific things that you do a Derivative, whether
they’re math or other problems that you have to work out, that’s what’s
informing your artistic installations?
MH: Yeah.
SG: That’s interesting, because that sounds very formal. There’s been a whole
discussion because art went through modernism, which ended up in a period
of quite formal, structural work. Especially if you look at music there was
serialism, which tried to organise music on very mathematical terms, and
then that was kind of thrown out the window as being too strict. Then you
Interview 4: Markus Heckmann 431
have the wild, crazy 1980s and 1990s, where anything went. Now I kind of
see a rejection of that anything goes, a return to a kind of formalism, with-
out necessarily being as strict as it was, say in the 1950s and 1960s.
MH: I’m probably borrowing from that, where I try to come up with a rule set
that an installation is created from.
SG: So you do use explicit rule sets?
MH: I try to yeah. Sometimes with the installations you filter it down to be so
simple that the rules that you had are not even visible anymore, because you
distilled it down to a more hilarious simple thing.
SG: What do you consider to be the core conceptual, formal, artistic, techno-
logical, political, or any other values that inform the work that you do? In
your case of technological values, conceptual, artistic values might be the
key ones.
MH: Yes, probably mostly technological values. There might be sometimes a
slight criticism of economic or political values in my work, where I play
off trends that I see in art, because I might not agree with them, especially
looking at interactivity and information visualisation. Otherwise it mostly
comes down to technologically-driven ideas. The word scientific is always
very large. And I don’t want to overstate this: I’m not even close to being
a scientist. I more scrape the surface and pick up certain aspects that I find
interesting and reuse those in my work.
432 Steve Gibson
SG: Well you said previously that science, and I’m assuming science content,
informs your work. So without you necessarily being a scientist, you’re
interested in things that are going on in science?
MH: Yeah.
SG: So then that’s kind of informing how you do things? In what way do you use
sort of science in your work?
MH: You mentioned the RegEx installation earlier. Just to explain what that was.
It’s a very analogue installation essentially. Twenty two-by-fours [lengths
of wood], mounted on a wall painted white, and then projected on with
an ever-changing pattern. The two-by-fours were mounted vertically, and
each two-by-four had its own colour, and very limited colour range. And
the creation of the colours was done through a rule base that picked up new
values from a set of colour ranges essentially.
SG: And what was that triggered by?
MH: Time.
SG: So it just ran through time? There wasn’t necessarily any user input?
MH: No user input, no. That’s the one thing I try to steer away from, from: this
direct interactivity, where the user can see or knows precisely what they’re
doing. The interaction, in my opinion, should be between the viewer and
the piece. And not between the viewer and the device. And so I usually roll
that out and just let it run.
SG: So it’s kind of ambient?
MH: Ambient, yes. It’s actually funny because I had a work where I took just
data off the web. So a shopping list from university for chemicals for their
chemical lab, essentially random data points. I shaped that into a map that
looked like sea chart with moving parts, everything was moving along. The
funny part that I observed when having that on display was that people were
constantly pushing on the screen . . .
SG: Expecting something was going to happen, or was happening?
MH: Nothing happened. First of all, you could see all the fingers smudges on
the screen afterwards. But secondly, there was actually an expectation for
it. I guess because it was a map, people tried to interact with it. That was
interesting. I found it interesting that it was precisely not interactive. But
everybody interacted with it, or a large portion of people interacted with it.
SG: This will be an obvious question in some ways, but how is the use of par-
ticular software and hardware inf luenced your production of Live Visuals?
MH: I see TouchDesigner as a tool, as a hammer or chisel that’s given to me. And
I have the feeling that I can express myself with it on the computer side of
things enough that I don’t actually need other software tools.
SG: So you limit yourself to using TouchDesigner?
MH: Yes, I know my limitations there. I know what I can do. And probably the
output is shaped in these borders actually.
SG: So it really forms what you do as a live visualist. What hardware do you
generally use with it?
Interview 4: Markus Heckmann 433
FIGURE 19.5 New Tendencies 4 poster, Ivan Picelj, 1969. Used by permission.
Source: [email protected]/http://picelj.com/contact/
Interview 4: Markus Heckmann 435
Notes
1 Monitor.automatique Official Webpage, http://monitor.automatique.de/e/frame.html.
2 MXZehn Audiovisual Design Official Webpage, https://mxav.net/.
3 alva noto Official Webpage, www.alvanoto.com/.
4 Matt Thibideau Resident Advisor Page, https://ra.co/dj/mattthibideau.
5 Whitevoid Official Webpage, www.whitevoid.com/.
6 Raster Official Webpage, https://raster-media.net/about-raster.
7 Peter Kubelka Wikipedia Page, https://en.wikipedia.org/wiki/Peter_Kubelka.
8 atom, Artist Page, Raster Official Website, https://raster-media.net/artists/atom?c=5.
9 Markus Heckmann Official Webpage, https://project1.net/.
10 Markus Heckmann, RegEx, 2011, Markus Heckmann Official Webpage, https://project1.
net/works/regex.
436 Steve Gibson
Introduction
Peter Mettler is known for a diversity of work in image and sound mediums –
foremost for his films such as Petropolis and Gambling, Gods and LSD – but also as
a photographer and ground-breaking live audio-visual performer. In this inter-
view he discusses his use and development of Live Visuals software as a means to
tap into a f luid improvised creative process, both for feature film production and
for live performance collaborations with music artists such as Fred Frith.
STEVE GIBSON (SG): You’ve worked as both a filmmaker and a Live Visual artist.
In your experience, what are the fundamental differences between the two
mediums? How do you adapt your film-based work for the live arena or for
Live Visuals projects?
Peter Mettler (PM): Well, my background is essentially coming from music and
filmmaking. And I’ve spent 30-odd years making films as compositions, but
I’ve always been interested in process and especially improvisation, and kind
of putting myself out into an environment and not knowing exactly what’s
going to happen. In other words, not working by script, but rather working
by themes.
SG: So even in your work that’s intended to be screened rather than performed
that’s the case?
PM: Yes, even in the let’s call them classic films, which are not so classic in a
traditional sense. In those films I really tried to work associatively by theme,
and in practice, go out into the world and piece things together until they
resonate as a composition. But of course, that all takes a long time, it can take
years. And a lot of it, especially in editing, is very belaboured. Meanwhile,
you’re considering the structure and the intentions and the themes and the
DOI: 10.4324/9781003282396-25
438 Steve Gibson
narrative arcs and all these things, and you’re really working it out. As much
as you can inject improvisation into the shooting process, it’s always been
hard to do that in an editing process, because you’re editing bit by bit by bit.
So I’ve always been envious of musicians who are able to improvise, have
an instrument, and have their whole body of knowledge and awareness and
just speak with their instrument. That was one of the things that got me into
image mixing: when the technology became such that you can start to do
things like that. It was actually when I was making the film Gambling, Gods
and LSD, which was a very big project (see Figure 20.1). It spanned 10 years,
and it had a lot of extra footage in it. At that point, I started to take the things
that I had shot in digital form or in tape form, and put them on different
cassette tapes and DVDs, and I had maybe eight sources running. I would
just start them all and they’d be running and I’d have analogue mixers like
an MX 50, and various things like that kind of chained hierarchically. We’d
basically improvise and create layers of mixing and editing on the spot.
Before that, I had played in a musical group where I’d done the same thing
with audio tapes. So I was familiar with that kind of process in a sonic envi-
ronment, and now was starting to translate it into a visual environment. I
was using pretty intensive hardware, I had a big arrangement with a lot of
patching. I did my first shows with Fred Frith, who’s an amazing musician
and improviser.1 That was kind of the birth of it, and then I kept following
ways to make that possible. Then I discovered Motion Dive, which is a very
basic Japanese software.2 It’s like an AB mixer, you can have a group of clips
FIGURE 20.1 Peter Mettler, Gambling, Gods and LSD, 2002, Film still. Director, Peter
Mettler. Used by permission.
Source: Mail conversation with artist available on request
Interview 5: Peter Mettler 439
here of your clips there and combine them together as two tracks. I had that
as one of my sources and I still had all the tapes and DVDs and sounds I was
mixing as well going through to create the final output. Then I found another
software called Isadora,3 and I had a friend build an interface along the logic
I liked, which is actually very much a sound mixing logic that goes by chan-
nels. Under each channel you have all the ways that you can affect that par-
ticular channel, and then you have other channels that combine your previous
channels. I’d be working with four simultaneous channels usually combining
images as they f lowed. And now of course you can control so many aspects
[that you couldn’t at that time]: you can control all the things you can do in
Photoshop, and you can control speed and direction and all sorts of things.
Then I met Greg [Hermanovic], who was introduced to me by Tom
[Kuo]. And for the last eight years we’ve been working on Mixxa, and that is
really getting to the point that it is a f luid performance instrument, designed
along the lines that I like to perform with.
You asked about the difference between film and performance. With
performance it’s about not being able to think too much. I really like the
idea of kind of mining the subconscious, and also to take all these images
that are coming at you on a daily basis, and make them your own in a way,
to recontextualise them to work associatively in the moment, and create an
experience that is one kind of an exploration of your own codes and patterns
and recognitions. But also giving an audience an experience where they can
function like that: where it’s not a storytelling device, it’s really a meditative
immersion into images and sounds, where they can relate in their own ways.
If I do a show, often after the show I’ll have ten conversations and every-
body says something completely different about it, “that meant that and that
meant that,” but it wasn’t my intention.
SG: Sometimes when you’re improvising as a live visualist you aren’t even aware
of the combination of images that is happening. Like you said, if you get
into the moment, you’re often thinking about the rhythm as it relates to the
music, and then the content might slip out of your mind in a way, which,
like you said, would never happen when you’re editing a film.
PM: Yes, you consider a lot, and you can be focused, like you say, purely on a
rhythmic aspect, yet the content is what other people are watching, or the
colour or. . . . I like that, I like being pushed to an edge where I’m kind of
out of control, but I feel f luid. It’s like music. If you play a piece of music, it
doesn’t all have meaning: it has emotion, and it creates states. it’s an internal
world that you’re expressing outwardly. From that, I think I can learn lots
of different things.
There is another aspect. The other big thing that attracted me to it [Live
Visuals performance] is the social aspect of it, because I’m finding more and
more as films get made, whether they’re commercial or art films, they tend
to get shown, and the group of people watching them does not connect to
each other. You know, the extreme example being [watching a film] at a
440 Steve Gibson
shopping mall, where you drive in a car, go watch this thing in a mall, and
walk by the clothes shops and go home. What I like about, for example
rave culture or certain kinds of performance culture, is that it’s a social
context where people are talking and interacting. Of course, if there’s dance
involved that’s another way that people interact and see something and hear
something. That live social aspect is really attractive to me, and I’d like to
bring it in more in the future.
SG: Much of your work as a filmmaker is quite political and focuses on real
world issues, such as in your film Petropolis.4 With a few notable exceptions,
and I mention VJ Greenaway and The Light Surgeons as examples, much
of the Live Visual’s world is dominated by abstract geometric imagery that
shies away from concrete meaning, politics or social issues. What’s your
view of how meaning should be addressed in a Live Visuals context?
PM: Personally, I like the idea in visual mixing of moving in and out of abstrac-
tion. You’ll find I source a lot of imagery that’s my own, but also other
people’s. It can also be an instructional video for a coffee machine. It doesn’t
matter, all these kinds of images that have been made as part of our language
are game for the mix. I like presenting an array of these images where we
recognise them for what they are, but then they start to interact with each
other and in a way decay into an abstraction in almost a hallucination. Or
they decay into something that’s completely materialistic, like you’re aware
that you’re watching a material being created. It’s also recontextualising
things that we’re very familiar with, and perhaps giving them new meaning.
Personally, that’s what I’m interested in. More than pure abstraction. I find I
can only last so long in pure abstraction before I don’t relate to it anymore, it
doesn’t move me anymore. I need shifts back and forth. That’s pretty much
how I’ve been working.
SG: If I look at some of your performance works, or even the video mix works
like the Framemixes pieces (see Figure 20.2),5 the source material always
seems to me to be video or have a reference to the real, even if it becomes
really abstracted, which is for me, personally more interesting than just deal-
ing with geometrical forms. Do you see that as central to the way you do
things?
PM: Yes, I do. I’m interested in in even going further with it, because it’s this
kind of crossroads between what you could call a musical experience or a
sensuous experience, and maybe a narrative or representational experience.
They’re both completely valid to me, and as I say, I like going between the
two worlds, because I think that’s part of how we register our environment,
how we speak in words, yet we communicate emotionally. So those things
are happening in parallel.
I think what happens is that a lot of the gear that’s out there allows you to
do things in abstraction, so it’s very easy for lots of people to just remain on
the abstract level. If you compare it to electronic music, it’s very easy to set
up a bunch of beats and layer them, but there’s something of a soul lacking.
Interview 5: Peter Mettler 441
FIGURE 20.2 Peter Mettler, Framemixes still – from the image mixing array at Iluzjon
Cinema, Warsaw, Poland, 2013. Used by permission.
Source: Mail conversation with artist available on request.
It [pure abstraction] just doesn’t connect in the same way. I mean, there’s a
lot of beautiful pure abstraction, it’s just for me personally I can’t sit in that
world for too long before I want a counterpoint that makes the abstraction
even more amazing.
SG: In your film The End of Time you included a long sequence that was made
using the HD video mixing tool Mixxa in TouchDesigner. Could you out-
line the process you use to create the sequence?
PM: That sequence was very much applied to the specific film The End of Time
(see Figure 20.3). One of its main themes obviously is our awareness of time,
our perception of time as a construct. And of course, film is a time-based
medium: it has a beginning, middle and end. It reinforces our perception
of beginnings and endings, and arcs and that kind of thing. And the film is
more or less traditional in that sense, but at a certain point towards the end,
it loses the conventions. I mean it seems to end three, four or five times.
And then there’s this “Mixxa section,” as I called it while we were making
it, which really compresses time. It layers a lot of the things that we’ve seen
in the film. It’s kind of like a possible representation of our mind in that
moment of watching the film as it’s referring forwards and backwards, and
in the moment, and layering ideas and jittering them and so on.
I thought it was interesting to use that form in this film, in this time-
based film. Also thinking of it historically, because the first recorded images
were basically a camera was planted and something happened in front of
it, and then the train coming into the station, as in the Lumiere Broth-
ers’ Arrival of a Train at La Ciotat.6 Then that evolved to, for example, the
442 Steve Gibson
FIGURE 20.3 Peter Mettler, The End of Time, 2012, film still. Director, Peter Mettler.
Used by permission.
Source: Mail conversation with artist available on request.
discovery of close ups on people, so you have wide shots and tight shots, and
the language of the medium turned. In that way it became popularised, and
narratives became very popular, and they still dominate filmmaking. What
if in the future we get so used to being online and referencing images so
quickly, as we already do when we wander around on the internet, that we
actually start to layer things and only need very, very short bits of images to
comprehend something and then move on to the next thing? So what was
once a train coming into a station for five minutes as a single shot, now is
just a couple frames mixed with a thousand other things? So that sequence
[in The End of Time] was a suggestion of how time is speeding up, how our
perception of information is getting faster and faster, and how we start to
layer it.
SG: I guess it has a kind of structural purpose too: appearing at the end of the
movie. It wouldn’t work at the beginning obviously.
PM: Yeah. “Where does this come from?” Although I started another film in a
similar way. The beginning of Gambling, Gods and LSD is kind of a mine
of images. It’s about a three-minute passage, but every frame is a different
image: so 24 frames per second, every frame is a different image, and then
they’re layered 10 deep. So it’s really a miasma, and within that miasma you
perceive little traces of things. For that film, that was kind of a suggestion of
the unconscious in terms of an image bank. A lot of the stuff in that miasma
was regular television, or images from everywhere, as well as the images of
the film you’re about to see. And that was before I was doing any of this like
mixing stuff. That was laboriously done in editing, but it’s thematically related
Interview 5: Peter Mettler 443
[to live mixing]. In terms of the process of making the sequence for The End
of Time using the Mixxa software, you have to perform it. You can’t edit it.
SG: You can perform it 20 times until it’s the right one.
PM: Exactly. So that’s what I did. I performed, I looked at it, I thought “oh, I’d
like to change that.” I performed it again, and just kept performing it until
I had it right.
SG: That’s very much like what a musician would do.
PM: Yeah, and then I tweaked the music or the sound once the image was locked
there.
SG: I have a bit of a sub question to this. Could you explain why you chose to
use a Live Visuals tool on a feature film? You’ve partly answered that, but
maybe more directly, what did this bring to the rendered film that couldn’t
be achieved with conventional editing software?
PM : I think in a general sense what I find interesting about doing both –
continuing to do classical film as well as image mixing – is that I learned a
lot from image mixing in surprising ways. Because you’re sort of forced to
an edge of reaction, you start to see ways of looking at things, juxtapositions
that you can then incorporate into your more classical filmmaking. In this
instance [The End of Time], there’s very literally a performance dropped into
a classical film. I think the logic of association, and the looseness of being
able to work in a more expressionist manner, inf luences the more tradi-
tional, classical filmmaking throughout. It’s like in theatre, when people go
into improv to find out nuances about their character, or discover interac-
tions with each other. Or if you’re with a camera out in the world, you just
let the world inf luence how you’re shooting, as opposed to imposing things
onto it. It’s in a similar vein.
SG: That’s a good analogy.
Your series of pieces entitled Framemixes are intriguing blends of elec-
tronic music, montage and found footage. A number of them seem to ref-
erence earlier film and video history. Number five7 seems to be related to
expressionism. Number three,8 “Stan Brakhage style” experimental film.
Were these historical illusions deliberate in these pieces and what was your
inspiration for making them?
PM: You’re kind of asking the question like it was a regular film. And if it was
a regular film, I would probably answer those questions, addressing that. I
guess the big difference, which is part of what interests me about mixing,
is that I try to start from a place where I don’t explain to myself why I’m
doing things.
SG: So it’s the same as in your live mixing, it’s intuitive in a way?
PM: It’s really just trying to react to imagery. I know The Cabinet of Dr. Caligari
has a huge history in expressionism, but I’m not really putting it there because
I want to say something about Caligari and that form. It just becomes part
of our collective language. Of course, that varies from individual to indi-
vidual, but I’m more interested in what it elicits. And I mean [in Framemix
444 Steve Gibson
#3] it’s actually Caligari and Jesus Christ. So it’s pretty loaded. To me that
mix was about a kind of ecstatic moment, because it’s that character with his
eyes closed, and you see motion around him and abstract forms. As he opens
his eyes, the whole thing gets a lot busier and denser with patterns and stars
around him, and this sort of kitschy Jesus Christ backlit box – which was the
original thing that I found – is f lashing. And it’s kind of like an epiphany. So
if there was a title for it, and I gave it meaning, it would be something like
that: Epiphany. It’s less a reference to either religion or expressionism.
SG: And what about number three? It struck me as more abstract than most of
your other ones.
PM: It’s a combination of things that are chosen, almost on like a tactile level more
than on an informational level. But you can start to think about the begin-
ning of time, with the lava and CERN, this incredible piece of technology
that we’ve created to spin particles and crash them and determine things about
the beginning of time. You know, you can riff on it, but I’m reluctant to say it
means this or that. One thing I found interesting about the mirroring of lava
[used in Framemix #3] is something that’s organic in nature, and f lowing and
soupy muddy in nature, when you fold it upon itself, you start to see – through
symmetry – character, you see faces and things that look like gods, and tribal
masks and all this kind of thing. It made me think about tribal culture before
imagery, how some of their stuff really looks like that, and if maybe that
somehow came from a mirroring effect of their own discovery. Because if you
mirror a lot of things in nature they become symmetrical and start to have
two eyes, a mouth and a nose and they start to look human in a way. A lot of
the totems you see are otherworldly, they look human and they look like they
come from nature. And that was interesting.
SG: Framemix #3 (Figure 20.4) includes some astonishing and beautiful morph-
ing effects in the middle section. Could you describe how you achieve these
effects?
PM: This is actually documentary footage that I shot in India, at a festival or a
ritual that takes place once every 100 years. And that involved these men
getting dressed up with bright orange body paint, and big complex head
dresses that are ornate. So they’re already this incredible kind of visual
design, and basically I just mix that together with fire burning and with
Busby Berkeley 9 swimming choreographies, where the swimmers actually
start to look like chains of DNA. And I added this heart-throbbing orange
in the background. So the four videos are being layered, but they’re also
being controlled in terms of their very slight feedback that creates a diffusion
that blends the layers into each other. So it looks like one whole shape [made
up] of the different elements.
SG: You’ve worked with a wide variety of musicians, both in the live context and
on film projects. Could you describe how you work with musicians in live
performance, and explain your process of collaboration?
Interview 5: Peter Mettler 445
FIGURE 20.4 Peter Mettler, Framemix #3 still – from the image mixing array at
Iluzjon Cinema Gallery, Warsaw, Poland, 2013. Used by permission.
Source: Mail conversation with artist available on request.
PM: Yes, it’s really varied. I also like to think of this tool [Mixxa in TouchDe-
signer] as something that allows you to do many different things. Just as
with a piano, it doesn’t mean you’re playing the instrument the same way
each time. I can give you a description of a few different relationships I
have with musicians. The one that I’ve cherished and fostered the most has
been with Fred Frith, who I’ve also worked with prior to live performance
where he composed music for me, or did music for me for films. And he’s
an incredible improviser.
SG: I’ve seen him live a few times.
PM: So you know, he’s just extraordinary. And we don’t talk about what we do,
almost nothing.
SG: It’s like a [ John] Cage thing. You show up to the gig?
PM: Yeah, right, exactly. So basically we set up our stuff, he’s got his world
of guitar, going through electronics and loopers and things, with pickups
all over his guitar, and I’ve got my system. I also mix sound with him. So
mixing sound and image and we go! He may start a sound, I may start an
image, and then we start reacting to each other and we see what happens.
So that’s the freest, scariest, and most full of surprises. We’ve also done a
show which was an homage to Andreas Züst, a collaborator of mine who
passed away, who also was a big collector and meteorologist. We did a show
called Meteorologies,10 and I filmed a lot of things related to meteorology out
of his book collection: all these old drawings, paintings, and graphics from
hundreds of years back depicting weather and weather phenomena, as well
his own art, which has a certain relationship perhaps to what we’re doing
446 Steve Gibson
SG: How does working in the Live Visuals arena differ from your experience of
using music or commissioning a score for a feature film?
PM: My work in feature film, vis-a-vis music, is unorthodox to begin with,
because I usually cut my own music, even if it comes from other people’s
tracks, parallel to the editing process. I’m not a conventional music user to
begin with. Sometimes, for example, I’ve worked with Fred [Frith], who’s
done both composing music for film, which he does amazingly well, but
also I had him just improvise to an edit that I’d done. And it was quite
funny, because he was playing for a specific sequence and part of the film in
Switzerland that lasted about 10 minutes, and we talked about what kind of
music he would improvise. And then he just kept playing for the rest of the
duration of the film, which turned into this journey through India, which
was a whole other 45 minutes, and he created this beautiful piece of music
just by watching and reacting to the film. Then I took that piece, and basi-
cally it gave me a bed of elements to work with for the whole movie that
I used as themes, and I layered in parts and reconstructed what he had
done there.
SG: So in some ways, kind of like applying a Live Visuals logic to the soundtrack?
PM: Exactly. You see the kinship in the two processes in different ways.
SG: The last somewhat grand question here. In most of your work, there’s a
presence of the spiritual, either explicitly in the imagery or in the mood
Notes
1 Peter Mettler and Fred Frith, Meteorologies, 2012, Peter Mettler Official Webpage, www.
petermettler.com/meteorologies.
2 Digital Stage, “Motion Dive,” www.digitalstage.jp/en/.
3 Isadora, Troikatronix Official Webpage, https://troikatronix.com/.
4 Peter Mettler, Petropolis: Aerial Perspectives on the Alberta Tar Sands, 2009, Peter Mettler
Official Webpage, www.petermettler.com/petropolis.
5 Peter Mettler, Framemixes, 2011–12, Peter Mettler Official Webpage, www.petermettler.
com/framemixes.
6 Louis Lumière, Arrivée d’un train (a la Ciotat) (Arrival of a Train at La Ciotat), MoMA
Learning, www.moma.org/learn/moma_learning/louis-lumiere-arrivee-dun-train-a-la-
ciotat-arrival-of-a-train-at-la-ciotat-1895/.
Interview 5: Peter Mettler 449
7 Peter Mettler, FRAMEMIX #5 for 24 Image Magazine (2012), Peter Mettler vimeo page,
https://vimeo.com/55547152.
8 Peter Mettler, Music by Gabriel Scotti and Vincent Hanni, FRAMEMIX #3, Ciné-
matheque québécoise (2012), Peter Mettler vimeo page, https://vimeo.com/53460862.
9 Busby Berkeley (1895–1976) IMDB page, www.imdb.com/name/nm0000923/.
10 Peter Mettler and Fred Frith, Meteorologies, 2012, Peter Mettler Official Webpage, www.
petermettler.com/meteorologies.
11 George Crumb, Vox Balaenae, Wikipedia page, https://en.wikipedia.org/wiki/Vox_
Balaenae.
12 Peter Mettler, Live performance with the Art of Time Ensemble, composer George
Crumb, Vox Balaenae, 2007, Peter Mettler Official Webpage, www.petermettler.com/
vox-ballanae.
13 Peter Mettler, Biosphere Mix, Live image mix performance with music by Biosphere,
The Royal Cinema for Hot Docs, Toronto, 2013, Peter Mettler Official Website, www.
petermettler.com/biosphere-mix.
AFTERWORD
Steve Gibson
FIGURE 21.1 Light display and projection mapping at Edinburgh Royal Botanic
Gardens, 2 January 2021. Photo by Steve Gibson.
Source: Author’s own image.
452 Steve Gibson
Live Visuals has a long history, and the performed image has survived world
wars, massive cultural shifts and previous pandemics. The experimental use of
technology to perform audio-visuals in real time is a demonstrably wide field
that encompasses so many disciplines and possible venues for distribution that
clearly it will survive in one form or another into the 21st century. This book
has charted the trajectory of this diverse movement from the classical world to
the present, and the future of the performed image will be written by succeeding
generations of artists, designers and technologists. We can confidently predict
that this will be full of both unexpected surprises and new forms of immersion
in the audio-visual that will transport us to previously unexperienced places.
Notes
1 BBC News, “Covid: No Detectable Spread of Virus after Liverpool Pilot Events,” www.
bbc.co.uk/news/uk-england-merseyside-57249289, May 26, 2021.
2 Alexandra Jones, “‘I’m Not Ready for Other People’s Sweat to Drip on Me’: Will Club-
bing Survive the Pandemic?,” Guardian Online, September 17, 2021, www.theguardian.
com/music/2021/apr/17/im-not-ready-for-other-peoples-sweat-to-drip-on-me-will-
clubbing-survive-the-pandemic.
3 “Art Against the Ordinary,” Limbic Media Official website, https://limbicmedia.ca/.
4 Squidsoup official website, www.squidsoup.org/.
5 Klip Collective Official website, www.klip.tv/.
INDEX
16mm film 64, 76, 96, 200, 386–387, Arcangel, Cory 178, 179
393–394 architecture iii, 2, 4, 58, 68–69, 203, 252,
35mm film 54–56, 64, 91, 386, 392 279, 281, 313, 315, 335–349, 364
3D animation 102, 127, 366, 409, 411 Arisona, Stefan 122, 122, 202
Aristotle 11–13, 47, 135, 138
Ableton Live 53, 211, 297, 299, 331, 404, Arkaos 110, 123, 293
413, 416 Ars Electronica 2, 173, 338, 339, 363, 429
abstraction: abstract expressionism 166, Art & Language 174, 180
171, 187, 398; in art 121–122, 127; in audio-visual performance 1, 4, 123, 125,
audio-visuals 105, 157, 398–399, 423, 198, 204, 222, 229, 240, 250–251,
428–429, 440–441; in film 56, 58, 195 258–261, 273, 289, 295–307, 329, 356,
acid house 90, 96–97, 101, 105 400, 450–451; and art 121, 315; history
aesthetics 194, 270, 279, 359, 425; and of 24, 35, 46, 48, 54, 71, 83–84, 106,
advertising 92; and art 109, 118–119, 196, 244; presence in 4, 274, 331; and
165–167, 171, 174, 179–181, 186–187, technology 3, 77, 112, 207n19, 208,
195, 197, 202; and Live Visuals 2, 210
41, 49, 54, 89, 91, 95, 99, 103–106, augmented reality (AR) 188, 188, 206,
127–128, 194, 198–199, 200–201, 336, 338, 342
204–206, 355–356, 360, 369, 393–394, avant-garde 296; and art 115, 127,
426, 427–428; and music 21, 214; 164–167, 170–171, 173–174, 176, 186,
Relational Aesthetics 175–176, 316–317; 188; and audio-visuals 41, 267, 276,
and technology 64, 74, 78, 159–160, 296; and film 51; and popular culture
194–195, 224–225, 227, 345 83–85, 407
affordance 194–195, 208, 214, 223–224,
353, 366 Barber, George 93, 94
Alberti, Leon Battista 3, 309–310 Barthes, Roland 114–115, 121, 174, 197
Aldighieri, Merrill 63, 85–86, 96–97, 123 Baudrillard, Jean 129, 176–177
algorave 205, 205 Bauhaus 151–152, 202, 336, 423
Allen, Christopher 2, 95, 127, 301, 303–306, Belson, Jordan 49, 73, 74, 79
392–406 Benjamin, Walter 176–177, 179
Anderson, Laurie 63, 77, 83–84, 86, 103, Berghain 280–282
304 Bishop, Bainbridge 29–31
Aphex Twin 360, 361 Bishop, Claire 167, 176, 179, 186, 189
454 Index
Björk 360, 366, 373n48 DJ(ing) 77, 96–97, 105–106, 109, 115,
Bourdieu, Pierre 358–359 196, 222, 254, 294, 297–299, 329, 345,
Brakhage, Stan 58, 74–75, 92, 153, 241, 392, 429
247, 293, 408, 428, 443 DMX 126, 420, 424, 428
Brand, Stewart 113–114 drum and bass 94–96, 105, 113, 412–414
bricolage 165, 188 dub 115, 355
Burroughs, William S. 84, 115 Duchamp, Marcel 115, 167–168, 169, 173,
186, 197
Cage, John 62, 65, 115, 149, 151, 153, 445 Duvet Brothers 92, 93, 95
camera obscura 3, 336
capitalism 166, 172, 175–179, 273, 276, Eclectic Method 92, 201
284n44, 354, 366, 370n2 Eco, Umberto 115, 174, 197
Cascone, Kim 159, 161 Eggeling, Viking 51, 152–153, 152
Castel, Louis-Bertrand 1, 18–29, 34–35, Eisenstein, Sergei 49–51, 89, 92, 157, 170,
43, 136, 249, 293 196, 296–297, 332
CD-ROM 103, 107 electronic dance music (EDM) 102, 187,
Chemical Brothers 97, 99, 105, 366, 355, 362
372n45 Emergency Broadcast Network (EBN)
Chion, Michel 157–158, 241, 247 90, 95, 99–100, 104–106, 111, 123,
Chladni, Ernst 142, 143, 146 202, 289, 293
clavecin oculaire (ocular harpsichord) iii, 1, expanded cinema 1–2, 63–67, 74, 77, 257,
18–27, 27, 29, 43, 249 293, 301, 355, 377–382, 386, 389
Coldcut 90, 101–106, 196, 196 Exploding Plastic Inevitable, The 63,
colour music 1, 9, 14, 18–21, 24–26, 28, 71–72, 72
31–35, 46–48, 135–138
colour organ 1, 29–34, 30, 41–43, 49, Final Cut Pro 393, 395
135–136, 200, 290–296 Fischinger, Oskar 41–43, 46, 49–52, 58,
colour-tone analogy 9, 14–21, 24–31, 34 62, 73, 149, 153, 293, 296, 433
conceptualism 109, 121, 127, 186 Fluxus 3, 63, 75, 115, 160, 167–168, 176,
contemporary art 356, 398; and media art 368, 370n9; and audience participation
110, 125–128, 164–166, 170–176, 179, 313, 381; and happenings 69–72; and
186–189; and nostalgia 118; and post- television 195, 198, 202–204
conceptualism 121, 161, 180 formalism 125–127, 164–166, 171–173,
Courchesne, Luc 308–309, 315, 320–321, 186–188, 431
321, 324 Frith, Fred 437–438, 445–447
COVID-19 (Coronavirus) 5, 112, futurism 130, 167
119–121, 129, 270, 277, 282, 283n9,
362–363, 365, 370, 450–451 Gesamtkunstwerk 140, 202–204, 208, 304,
cybernetics 67, 74, 114, 116–117, 119–120, 308
172, 185–186 Gibson, J.J. 194–195
Gibson, Steve 122–123, 122, 202, 329–330,
Dadaism 63, 95, 115, 118, 167–168, 330
171–172, 356, 370n9 Gibson, William 98, 119
Davies, Char 308–309, 313, 322, 322–326 Godspeed You! Black Emperor 200, 386
Dawood, Shezad 121, 308, 325–328, Grau, Oliver 4, 309
331–332 Greenaway, Peter 300–303, 301, 380, 440
DeadMau5 126, 361, 367, 371n27 Guattari, Félix 111, 175
Debord, Guy 170–171, 176
Debussy, Claude 47, 139–140 Haçienda 92, 97, 280, 364
Deleuze, Gilles 111, 175, 183 happenings 69–72, 167
Derivative 2, 123, 126, 290, 298, 407–421, Hawtin, Richie 198, 204, 416; Plastikman
422–423, 430 290, 367, 415–416, 417
Derrida, Jacques 114–115, 174 Hayles, Katherine 116–117, 121, 172
D-Fuse 2, 204 Heckmann, Markus 53, 126, 298–300,
digital signal processing (DSP) 110–111, 123, 299, 416, 422–435
242–243, 289, 291–294, 303–305, 404 Helmholtz, Hermann von 140–142, 141
Index 455
Hermanovic, Greg 2, 290, 407–421, 424, Krueger, Myron 74, 78–79, 312–313, 319
439 Krüger, Johann Gottlob 25–26
Hexstatic 104–106, 104, 196 Kubelka, Peter 428, 433
Hill, Tony 2, 63, 77, 301, 377–391; Floor Kwan, Alan 308, 325–327, 326
Film/2nd Floor Film 75–76, 76, 377–381,
378, 382, 384; Point Source 390–391 Lanier, Jaron 282, 313, 332n11, 369
hip-hop 64, 101, 105, 115, 355–356, 392 Lászlò, Alexander 43–44, 44
Houdini 407–413 Le Corbusier 58, 63, 68, 68–69, 370n7
human-computer interaction (HCI) 161, Light Surgeons 2, 77, 123–127, 172,
210, 217, 228–230 297, 300–306, 380, 392–406, 440;
SuperEverything* 95, 177, 203, 203,
Ikeda, Ryoji 125, 160–161, 180–181, 247, 303–306, 306, 392, 399, 399, 403–405,
248, 254, 358 405
immersion 3, 110, 119, 269–270, 272, liquid light shows iii, 1, 49, 63, 73–74,
275, 281, 309–312, 329–332, 349, 439, 146, 200, 291–293, 383
452; immersive environments iii, 2–5, Lissajous, Jules 142, 145, 155
77–79, 103, 110–112, 126, 130, 170, live cinema 2, 4, 84–86, 109, 128, 203,
183, 257–259, 307, 308–310, 315–316, 206, 219, 289, 292, 297, 300–306,
319–327, 329–332, 354, 364–368, 366, 306, 331, 392, 396–405, 399, 450; and
389–391, 393–395; and live cinema expended cinema 74–77, 301, 378–382;
304–306; and projection mapping and scratch video 95, 100, 107, 303;
341; and virtual reality 311–313, 322, and second screening 198, 199
326–328 live coding 4, 161, 205–206, 209–212,
installation 68–71, 74–75, 95; art 215, 219, 229–230, 258, 426, 433
installation 110, 117, 170, 180, 181, 183, Lozano-Hemmer, Rafael 79, 121,
280, 335, 344; audio-visual installation 315–319, 332, 338, 339; Relational
63, 77–78, 102–106, 123–127, 161, 167, Architecture 110, 130, 176, 308, 315–317,
178, 204, 246, 254, 294, 298–300, 308, 318, 319, 331
312–316, 318–324, 338, 345, 347, 348, Lucier, Alvin 243–244
353, 365–368, 400–401, 424–427, Lye, Len 41–42, 49, 52–54, 58, 64–67,
430–432, 431, 435; f ilm/video 153
installation 52, 76, 76, 85, 99, 379–382,
386–389, 389–390; VR installation Macromedia Director 112, 115, 423
327–329, 332 MadMapper 110, 123, 291
instrument design 26–32, 43–44, magic lantern 3, 28, 336, 337
240–262 Magnusson, Thor 211–212, 211, 228,
interactive art 4, 69, 76–78, 125, 310, 240–242, 251
313–316, 331, 420 Marxism 166, 172, 284n34
Interactive Dance Club 411–414, 412 Massive Attack 203, 356, 357
Isadora 110, 418, 439 materiality 92–93, 94, 121, 177, 353–354,
364
jazz 52, 56, 72, 85, 168, 294, 392, 396, Max (MSP) 112, 155, 161, 292, 297
407, 410 McLaren, Norman 42, 49, 52, 54–58, 92,
Jordà, Sergi 215, 229–230 148, 153–154, 249, 332; Blinkity Blank
Joshua Light Show, The 54, 63, 73–74, 73, 54–56, 57; Dots 54–56, 249; inf luence
90, 96, 200, 293, 407 of 62–67, 92, 92, 293, 296–298;
Synchromy 54, 57, 408, 416, 428
Kandinsky, Wassily 47–51, 138–140, 149, McLean, Alex 211–212, 251
152 McLuhan, Marshall 174, 195
Klang farbe (‘sound-colour’) 140–141 Messiaen, Olivier 47–49, 141–142
Klee, Paul 49–51, 50, 152 Mettler, Peter 4, 437–448; The End
Klip Collective 110, 113, 123–127, 124, of Time 417, 419, 441–443, 442;
339–340, 451 Framemixes 440, 441, 443–444, 453
Knife, The 361, 366, 371n27 MIDI 53, 86, 112, 201, 207n15, 244,
Konx-Om-Pax 358–359, 359 299, 404, 409, 418, 424–425; MIDI
Krauss, Rosalind 118, 175, 179 controllers 44, 46, 53, 77, 98, 110, 201,
456 Index
206, 291–293, 297, 304, 411, 414, 416, photography 165–168, 175–177, 182, 197,
433 283n8, 345, 360, 395
minimalism 168, 171, 186, 189, 356–357 Pink Floyd 73, 83–84, 336
Ministry of Sound 277, 364 Pop Art 3, 63, 71, 75, 167, 171–172, 186,
Mixxa 417–419, 439, 441, 443, 445–446 189
modernism 41–44, 46, 62–64, 66, 69–71, post-conceptualism 109, 121–122, 130,
130, 138, 165–166, 174, 353, 430 161
Modul8 43, 79, 110, 123, 290–292, 292, 331 postmodernism 109, 115, 166, 170–175, 186
Moholy-Nagy, László 148, 159–160, 202 post-punk 85, 96
montage 51, 81, 89, 92–93, 122, 157, 170, Prodigy 97–99, 106
196, 296–297, 300, 443 projection mapping iii, 2–3, 74, 110,
Moog, Bob 66; Moog synthesizer 65, 66, 122–127, 203, 291, 317, 339, 345, 349,
79, 408 368, 435, 451
motion graphics 91, 99, 101, 194, 289 punk 83, 85, 97, 105, 197, 366
MTV 81, 86, 89, 96, 100, 104–105, 120, Pythagoras iii, 10–11, 11, 47
195
multimedia 77, 100–104, 107, 115, 140, Raster-Noton 398, 427, 429
157, 173, 180, 198–199, 304–305, 392; rave 86, 89–90, 95–99, 98, 101, 105–107,
multimedia performance 63–64, 71, 107n8, 127–128, 201, 285n55, 355,
83–85, 167, 202–203, 228, 304 363, 440
music video 42, 52, 63–64, 79–81, 86, Reactable 213, 213, 215–216
89–92, 100–105, 195–196, 201, 296, real-time visuals iii, 329, 450
360, 384 remix 101–103, 104, 116, 122, 167, 294,
musique concrete 55, 62, 64, 67, 157, 295, 355, 369, 396
355–356 repurposing 67, 73, 75–76, 122, 165, 168,
MUTEK Festival 123, 276, 299, 363, 416, 365
426, 433 Residents, The 85, 103, 107
MXZehn 110, 123–125, 423, 433 Resolume 43, 110, 123, 290
Rhoades, Jason 117, 181, 181
Nelson, Theodor H. (Ted) 115, 121 Richter, Hans 51, 152–153
Newton, Isaac 10, 14–21, 18, 20, 26, 47, Rimington, Alexander Wallace 31–34,
136–137, 136, 140 32, 41, 43, 47, 137, 200, 293, 296
Niblock, Phill 243, 247, 257 Ritter, Don 308–309, 323–325, 325, 327
Nicolai, Carsten 110, 126, 130, 398, 422,
427–428, 428; noto, alva 46, 53, 77, Sandin, Daniel 78–79, 80, 155
125–127, 296–298, 300, 307, 358, 422, saudade 113, 118–119, 129
424–425, 425 Schaeffer, Pierre 55, 62, 64, 157–158, 241
Novak Collective 123, 269 Scheinwerfer 54, 123, 290, 292–296, 295
Schoenberg, Arnold 47, 50, 140–141
Oculus 270, 281, 313, 323, 325, 331, 420 scratch video 1, 64, 67, 81, 83, 86, 90–107,
Oneohtrix Point Never 118, 357–358, 358 94, 115, 128, 195–196, 200–201, 289–293,
openFrameworks 224–225, 232 303
Open Sound Control (OSC) 299, 409 Scriabin, Alexander 41, 45–47, 45, 49, 58,
Orbital 97–99 196, 296–297
Osborne, Peter 121, 180–183, 187 semiotics 96, 252
Sensors_Sonics_Sights 122, 249, 251, 297
Paik, Nam June 69–71, 70, 74, 78–81, 91, Severed Heads 63, 81–82, 96
97, 172–173, 195, 257 Shaw, Jeffrey 63, 79, 83, 308, 313–316,
Panasonic MX10 and MX50 89, 395, 418, 314, 331, 335, 338
423 Sherwin, Guy 63, 75–77, 254, 256, 301
Papanek, Victor 352–353 SIGGRAPH 363, 411–422, 412
parametric visualisation 4, 240, 243, 246, Silicon Graphics 322, 412
249, 252–253, 256, 259–261 Single Wing Turquoise Bird 54, 63, 200,
performance art 69, 84, 171, 267, 398 293
Pfenninger, Rudolf 148–149, 160 Snow, Michael 74, 293, 408
Index 457
Vanderbeek, Stan 74, 383 Youngblood, Gene 63, 67, 74–75; Expanded
Varèse, Edgard 47–48, 58, 62, 65, Cinema 2, 74, 117, 139, 173–175, 379,
68–69, 68 383, 407
Vasulka, Steina 77, 244, 244, 247, 249, 257
Vasulka, Woody 77, 249 Zappa, Frank 63, 73, 73, 84