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PING
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summary | goals
| process | technical
| credits |
PROJECT
SUMMARY
PING
is a collaborative online sound experiment which seeks to invoke
this latency as a means of modelling the 'resonant' characteristics
of a multi-site audio transmission network. The event will embrace
the impossibility of true simultaneity in transmitted communication,
and twist the effect of this phenomenon from undesirable interference
into an expansion of creative means.
By
shattering the commonly-held desire for simultaneity, what is
gained is the opportunity to explore the resonances of multi-site
performance spaces in the same way as a singer might wander
through the space of a new hall in order to exploit its specific
acoustic behaviour - in this case, however, the space presents
the possibilities of a complex reflection which is directly
tied to the existence of each listening point, and the incorporation
of other artifacts (which might otherwise be labelled a loss
in quality) from the process of transmission.
For
more information visit the PING
website or email Alex
Geddie.
RESEARCH
GOALS
The
final transmission of the experiment will blend live digital
sound from Le Fresnoy, reflections of this sound received from
the listening stations (which then re-enter the loop of communication),
recorded musical sounds which have been pre-processed using
impulse and response data from the first phases of this experiment
to imitate the past resonances of the space, this same data
in its raw form, and live impulses and responses which record
the resonance of the performance space as it exists during the
performance (encoding by extension the possibility of the future
usage of this data).
PROCESS
In
computer networking, to 'ping' a location is to determine whether
it is reachable by sending one or a series of echo requests
to a host location and 'listening' for replies. The term is
borrowed from the jargon of sonar, the system long used aboard
submarines to detect threats by actually listening for reflections
from short bursts of sound (the aptly-named 'pings') actually
diffused through the surrounding water.
The term 'latency,' when used in the context of a signal-transmission
network refers to the delay between the time of a signal's entry
into the network and the time of its reception. Generally considered
undesirable for the purposes of communication, this delay is
inherent in transmission, and is a characteristic which is independent
from the data-transfer rate of a network.
The
experiment consists of two preparatory components, and a final
performance component.
PHASE 1
IMPULSES // LATENCY MEASUREMENT >> online, multi-site
The first phase will require the participation of as many sites
as possible, hopefully three in addition to Le Fresnoy. Each
site will establish its own outgoing audio stream, and 'tune
in' to the streams of all incoming streams from the other sites
- the incoming streams will be fed into a mixer, so that each
site may control to what degree each incoming signal becomes
part of the retransmitted signal. During the first phase, each
site will be asked to manipulate the mix at their listening
station for the purpose of gathering useful data for the next
phase.
This
component will consist of exploring all the possible global
mixing permutations. The input for each test during this phase
will be a single, short impulse. Given that the network forms
an endless loop, each test will be concluded when the incoming
signal from all the sites become a dense feedback. The complete
mix received at the 'central' site will be recorded for use
in the analysis phase.
PHASE
2
RESPONSES // CONVOLUTION & COMPOSITION >> offline,
ROUBAIX
Convolution is a broad term used in musical digital signal processing
to describe the modification of a signal. It can be used to
describe the characteristics of almost any type of modification
performed on the sound such as filtering, and most notably,
reverberation. The measurement requires the comparison of the
impulse to a file called the 'response' file. For example, with
a good recording of a single impulse sounding inside a large
basketball court, this response file could then be used to process
any sound to make it seem to have sounded in the same setting.
A
new set of sounds will be generated by using the response information
gathered in phase one for inclusion in the final performance.
The impulse files used during this generation of new material
for the final performance will consist of a wider variety of
digital musical sounds, each of which will make its own unique
use of the range of collected response data. The generation
of new sound by this convolution method is extremely processor-intensive
and may not occur in real-time.
Additionally,
through the analysis of the response data, an overall sketch
of the shape of the final performance will take form, so that
a plan for the movement of mixing settings at each of the sites
involved in the final performance may be created. A loosely-defined
composition will take form.
PHASE
3
FINAL MELTDOWN // WAS IT LIVE OR WILL IT MEMOREX? >> online,
multi-site
The final event of the experiment will be the performance, where
all the response files from the previous phases, freshly processed
sound files, and live sounds, impulses and reflections will
be combined according to the composition. The role of each player/listener
is to be aware of aural cues (which will be discussed before
the performance) and instructions received via chat software
for the manipulation of the mixing controls. If it is not possible
equipment-wise for the site to tune in to the final mix emanating
from Le Fresnoy during the performance (or keep this mix separate
from the re-transmitted signal), the performance will be re-broadcast
immediately after its completion.
TECHNICAL
REQUIREMENTS
Hardware:
2 machines (Mac/PC)
Software: streaming software
Access: preferably high speed
Installation requirements: mini-mini cable.
Supported platforms: Mac/PC
PROJECT
CREDITS
Artist:
Alex
Geddie
Le
Fresnoy: National Studio of Contemporary Arts (Lille, FRANCE)
Ryerson
University (Toronto, CANADA)
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