Re: [-empyre-] "synaesthetic media"
The reference: Waterworth, John (1996) ‘Creativity and Sensation: The Case for ‘Synesthetic Media’
[Online] Available: http://www.informatik.umu.se/~jwworth/sensedoc.html
RE:
>What interests me is that such work is evoking human
> synaesthesia through a non-human process - via the particular
> audio/visual crossovers offered by digital/analog media
> technologies,
> rather than the crossovers generated in our neural structures.
I wondered about robot sense experiences - location, navigation, responses etc. I guess the obvious one would be vision - turning 2D into 3D in order to track location - for example. What is the relevance/significance of these robotic sense experiences in and of themselves - is there any relevance beyond whatever responses they may trigger in human observers?
Nancy
----- Original Message -----
From: Mitchell Whitelaw <mitchell.whitelaw@canberra.edu.au>
Date: Thursday, December 9, 2004 11:31 pm
Subject: [-empyre-] "synaesthetic media"
>
>
> On 10/12/2004, at 2:14 AM, Nancy Paterson wrote:
>
> > “the most salient and vital aspect of interacting with computer
> > systems is consistently overlooked, that is, the importance of
> > computer systems as perceptual rather than conceptual tools.
> Insofar
> > as people interact with them, computer systems function primarily
> as
> > sensual transducers which I term synaesthetic media and not as
> > so-called cognitive-artifacts.”
>
> Great stuff - can we have the full reference to this research Nancy?
>
> For a few years I've been observing new media / experimental music
> work
> which explores exactly this function of digital media - their
> ability
> to transduce signal / information between sensory modes. These
> works
> are examples of "synaesthetic media" in the sense that they
> demonstrate
> a kind of machine synaesthesia and evoke a human sensory fusion /
> crossover. What interests me is that such work is evoking human
> synaesthesia through a non-human process - via the particular
> audio/visual crossovers offered by digital/analog media
> technologies,
> rather than the crossovers generated in our neural structures. It's
> interesting also that this evocation is powerful in spite of what
> might
> be considered the "artefacts" of transduction - for example the
> 50Hz
> hum that results from turning an analog video signal into audio. In
> fact it's the properties of the signal *per se* which the works
> direct
> us to...
>
> Two of my favourite examples... both happen to be Australian (in
> memoriam OzCo New Media Arts)
>
> Robin Fox, Backscatter (DVD) - Synaesthesia Records, 2004. (see for
> eg
> http://www.synrecords.com/synaesthesia/featured/ - I can't find any
> video online!) This work is truly astounding: live generated
> digital
> waveforms plugged into an oscilloscope in "polar" mode... Fox
> designs
> sounds and gestures for visual as well as sonic results - staggering.
>
> Andrew Gadow, INVERSION (2001). Again not online as far as I know.
> Gadow generates video live with an old Fairlight CVI (digital video
> "synthesiser") and simply routes the video signal out as audio.
> Abstract, flickering, noisy, degraded video, sound similar, end
> result
> is hardcore sensory fusion.
>
> Cheers,
>
> Mitchell
> http://creative.canberra.edu.au/mitchell
>
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