Kids in (Sound)
Space: Process and Performance
introduction
-- technology -- process and performance --
future work
The
"Kids in (Sound) Space" project involved three students from the
Computer School in Manhattan, Seweryn Nehring, Mariyam Salley and
Hope Allen-Kahn, myself (douglas repetto) and my programming assistant
Karl Ward and a rotating cast of teaching assistants from Teachers
College: Kate Hofstetter, Tanya Papayannopoulou and Sun-Ho Joo.
We
had about five two-hour sessions with the kids during the winter
leading up to the presentation in Greece in March. Although the
project and technology may seem a bit complex from this description,
the kids understood it all almost immediately.
We
started off by talking about sound environments. We took some walks
around our building and the neighborhood, and practiced listening
to the environment. We stood on the street with our eyes closed
and tried to describe the scenes taking place in front of us. We
discussed the types and qualities of the sounds we heard and thought
about the ways those sounds were related, how they influenced each
other and what kinds of stories they told individually and as a
whole. We talked about the idea that music is not necessarily just
about notes and rhythms, and about how speech, environmental, abstract
and computer generated sounds can all be used to generate sound-based
art. Finally we took another walk around the neighborhood and a
nearby park, but this time we brought along a mini-disc recorder,
which the kids used to record various found and kid-made sounds.
These sounds would ultimately form the core of our performance in
Greece.
A
side note: at this point one of our students, Hope, went on a brief
trip with her mom. When she returned the first thing she said to
me was, "You won't believe some of the sounds I heard in Mexico!"
Having spent a couple weeks talking about and listening to her environment,
it was clear that she had begun thinking about and experiencing
the world in some new ways.
In
the next few sessions the kids started learning how to use the software
and controllers. It takes awhile to get used to controlling the
balls on screen with the joystick and accellerometers, so we started
off with very simple ball-to-sound mappings. One very effective
setup is to map a ball's x-position (left-right) to the pitch of
a sinewave and the ball's y-position to the volume of the sinewave.
This makes the following mapping: bottom left = quiet, low; top
left = loud, low; top right = loud, high; bottom right = quiet,
high. This simple mapping makes the relationship between the ball's
position and the sound's features immediately obvious. The kids
mastered this mapping very quickly, so we proceeded to explore the
potential of more complicated mappings and more interesting sounds.
The
next step was to begin using the sounds that the kids had recorded.
We had a large library of sounds and spent a fair amount of time
listening to them, talking about them and deciding which ones would
work best in our performance. We were concerned with how well the
sounds would go together, how easily their parameters could be controlled,
and how interesting they would be for an audience to listen to.
For example, we decided that the subway sound would work well as
a background sound, but that it didn't have enough variety to work
well in the foreground. Even if we mangled the subway sound in all
different ways it was still fairly static, making it less suitable
as a "lead voice" than some of the other sounds that could change
character from moment to moment. For instance, the sound of a cash
register printer worked very well as a foreground sound, since its
character changed drastically when we slowed it down or changed
its pitch.
We
continued trying out different sounds throughout the rest of our
sessions. We made the software very flexible so that it was easy
to experiment with different sounds and sound combinations. As we
all got comfortable with the setup the piece we would perform in
Greece began to take shape. Somewhere along the way we all agreed
that the piece would take the form of a journey from one sound environment
to another. We weren't satisfied with just using the sounds we had
recorded, so we went on the web and started looking for additional
sounds. We found a lot of interesting animal and insect sounds and
we started to use them in our rehearsals. Ultimately we ended up
with a three part piece, a sonic journey that took us from the city
(city sounds) to the country (animal and insect sounds) and finally
to outer space (warped city sounds and sound effects).
Each
kid had their own sound in each part of the piece. So Mariyam might
have gone from controlling the cash register to the frog to the
alien voice in the course of a performance. As we rehearsed the
piece the kids kept changing their sounds until finally they settled
into a combination that was interesting for both the performers
and the audience. Once the sound selection was fairly stable we
focused on creating a dynamic performance using the sequence of
sounds we had settled on. Each sound had to be performed in its
own way, depending on its qualities. For instance, the cow sound
was very entertaining when used subtly, but quickly became annoying
if it was loud and repetitive. We talked a lot about which sounds
worked well in which situations and how the sounds could be used
to complement one another.
The
Pongserver software was purposely designed to be difficult to control
precisely. This means that it was not possible for the kids to perform
the piece the same way twice, and that there was no point in their
memorizing a particular set of moves or sequence of events to be
used in performance. Instead each time they rehearsed the piece
the kids had to be fully engaged in listening to and controlling
the sounds they had selected. Because the sounds we used were fixed,
the overall character of each performance was similar, while the
details of the piece changed every time.
The
last few rehearsals were spent working out stage logistics (entering
and exiting stage, bowing, etc.), stage presence and developing
the visual aspects of the piece. We encouraged the kids to look
at each other and at the audience while performing, rather than
fixating on the screen in front of them. They also began talking
to one another during performances, often making suggestions and
jokes about the way the piece was progressing. We encouraged them
to continue that sort of in-performance communication.
In
the performance there was a large computer projection behind the
kids and a computer monitor off stage in front of them. The kids
stood in the middle of the stage facing the audience. This made
the performance seem less like three kids watching TV or playing
a video game and more like three kids performing on a stage for
an audience. They still had to watch the smaller screen in order
to perform, but it wasn't the focus of everyone's attention.

For
the visual side of the performance we wrote a number of client programs
that the kids could use to control the creation of graphics using
same data that they were using to control the sounds. The kids helped
configure these graphics programs, selecting colors, shapes, locations
and other details of the visual design. Once we got to Greece the
kids were very confident in their ability to perform the piece,
so we spent a lot of our rehearsal time working with them on these
visual elements.
We
ended up with a very dynamic visual display that changed along with
the sections of the piece. In one corner of the screen was the field
with the balls and paddles in it. In the other three corners were
a variety of visual interpretations of the control data. One interpretation
was a simple tracer that drew a line behind each ball as it moved.
As the piece progressed these lines developed into a tangled map
of the piece's progress. Another simulated colored raindrops falling
into a pond whenever two balls collided. The raindrops fell at the
point of collision and the waves they made propagated out across
the screen. Another made a three-dimensional wireframe model using
the location of each ball on screen as a vertex.
At
one point Seweryn said that the image on the tracer screen was getting
too dense, making it hard to follow the path of the balls as the
piece progressed, so that night we reprogrammed it to erase the
screen at the beginning of each segment of the piece. We kept going
back and forth on these and other issues (colors, sounds, who enters
the stage from where and when, etc.) until everyone was satisfied
with both the aural and the visual aspects of the piece. We had
one final dress rehearsal and then the big performance.
The
performance went very well; it was probably the best version of
the piece the kids had done. They listened to one another, controlled
the sounds and graphics in subtle and creative ways, and paced the
piece to keep it interesting and exciting for themselves and for
the audience. We were all very proud of the work that we had done
together.
Check
out three video clips from the performance:
hands,
closeup -- everyone -- video
screen
And
these audio clips:
city -- city
to country -- space
introduction
-- technology -- process and performance --
future work
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