Wednesday, July 2, 2003
Center on Contemporary
Art, Seattle, WA
Reek Havok, ‘Space Thrust’: Seattle-based
Reek Havok is widely recognized for his pioneering work
with electronic music instruments and digital sampling in
the music industry over the past 22 years. Reek shares one
of his most unique creations, “Space Thrust”, with the dorkbot
community. Space Thrust was designed to be a Rave song,
originally created in 1991. Its uniqueness comes in the
creation of its instruments, which comprise sounds that
are literally not from this planet or even our solar system.
The sounds in Space Thrust were derived from recordings
done by Dr. Fiorella Terenzi, an astrophysicist and composer,
for her “Music of the Galaxies” CD. These recordings are
of raw data, high frequency radio waves from Galaxy UGC
6697 which resides approximately 180 million light years
from earth. These radio waves, originally in the gigahertz
frequency range, have been sub-divided many times to bring
them into the range of human hearing. Reek will explain
the how he realized the musical content of these unique
sounds and created 11 unique instruments for utilization
in this piece. Reek will also show some unique Prepared
Piano samples he designed with Patrick Moraz for the John
Cage Tribute CD, “A Chance Operation”.
|
Marta Lyall, [Talk title coming soon]: Marta
Lyall http://www.envaren.org/envaren_art/
is a locally-based artist "whose practice integrates scientific
investigation, cultural taboos surrounding science and art,
and social patterns which emerge from these areas. Unlike
many artists currently working in relation to science, her
work involves the use of scientific methodologies within
an artistic domain. This often brings up issues surrounding
the authority of science, and questions the exclusionary
perspectives of one of our most valued cultural domains.
Her work involves the appropriation of found scientific
processes and searching for ways to identify the assumptions
they contain. She is particularly interested in the mineral
of bone, (hydroxyapitite), and has incorporated it into
a 19th century electrochemical process commonly used for
plating metals. Using this method, she creates formations
which attach to biological structures, such as existing
bones or the structural components of eggs. It was interesting
to her to learn that similar material practices are currently
being used in material science and biotechnology for the
creation of miniature electronic circuits which can be grown
and then reabsorbed in the body. Throughout history, people
from different fields of study within the same culture are
often attracted to the similar methods and materials. This
simultaneity is not so mysterious as it is functional. It
is often based on our current medical knowledge, intuition,
and our technological development of apparatus for observing
biological phenomena within our own bodies."
Casey Muratori, ‘Games You Can Play With Your
Own Shadow’: "On average, how much fun would you say
you have with your own shadow? A modicum? A smidgen? None
at all? If you're like many americans, you probably suffer
from what is known as "uninteractus shadowitis", a severe
condition of boredom brought on by the fact that your shadow
doesn't play jump-rope with you, or let you be a super-model,
or tend your garden, or even fly. But you will be happy
to note that thanks to this year's Indie Game Jam, you can
now do all those things and a whole lot more.
Each year in the spring, Chris Hecker and Sean Barrett
invite professional video game developers from all over
the country to come to a barn in Oakland, California for
the four-day "Indie Game Jam". Each year there is a central
technological theme, and the objective is to produce as
many different, fully playable games as possible within
that theme (and in only the four days allotted). This year's
theme was "games you can play with your own shadow." The
equipment necessary to play the games is quite simple: a
firewire camera, a projector, and a computer. The projector
projects the games onto a screen, and the player (or players)
stands in between the projector and the screen, thus injecting
their shadow into the game's display. The firewire camera
continuously captures the screen and feeds the results back
to the computer, which the game uses as input. So, quite
literally, you play each and every game with your shadow
- no mice, no keyboards, no gamepads :)
In this 30-minute DorkBot presentation, I will be demonstrating
some selected games from the 14 playable ones we created.
I'll give a brief overview of the system we used as a harness
(called Shadow Garden), and I'll discuss the lessons we
learned about designing interactivity around the novel input
device that is a player's shadow. And, space permitting,
we'll have a fully running version of a few of the games
available for everyone to play into the wee hours of the
night."
After-speaker performance
|
Reek Havok will be performing after
the meeting with his Psycho-Groove rig affectionately known
as “Merurglys 4”.
Join us for beer, music, conversation and mingling
after the speakers have spoken - and bring work-in-progress
for peer review and comment during this last part of the
evening if you like: we'd love to see what you've been working
on!
Reek Havok: Rock musician Robert Palmer once described
Reek Havok as "...a Sound Scientist from the future". Reek
Havok has been involved in music technology for over 22
years. As a pioneer in the electronic drum movement in Los
Angeles in the early 80’s, Reek’s involvement as a drummer,
programmer, Sound Designer and consultant has landed work
with Motley Crue, YES, Robert Palmer, REM, Earth Wind and
Fire, ELP, David Lee Roth, Patrick Moraz, Eurythmics, Madana
and countless others where he has been awarded 4 Platinum
records for his bleeding edge concepts and sounds. Reek
has created custom sounds for Yamaha, Simmons, Dynacord
and E-Mu Systems and produced sounds for software tittles,
theme park rides and TV and motion pictures including the
Cult Classic “Carnasaur”. Living in the Pacific North West
for the past 10 years, Reek worked as a sound designer and
composer for Microsoft’s Digital Backlot and was the Interactive
Technology Specialist for EMP’s award winning Sound Lab.
Marta Lyall: Marta has been on the faculty at Carnegie
Mellon University and the University of Washington. She
has also lectured and exhibited her work in Japan, Poland,
Slovenia, as well as the United States.
Casey Muratori: Casey Muratori develops character
animation software for RAD Game Tools, Inc., in Kirkland,
WA. The Indie Game Jam is an invitation-only annual event.
After only two years in the running, it has already been
widely covered by the gaming press and has inspired similar
events all over the world. The full source code and assets
for all games developed at the Jam are posted to SourceForge
a few months after the Jam concludes. More information about
this is available at http://www.indiegamejam.com
(the 2003 sources are not yet posted, but should be within
a few months). Shadow Garden is an art installation engine
developed by Zack Simpson (a veteran Jammer himself). It
has been shown at galleries throughout America and Europe,
and was a show favorite at SIGGRAPH 2002. It is licensed
through his company at http://www.mine-control.com.
|