Violin & Viola
The newest iteration of my hybrid performance system is Transference. All sound processing modules have been ported into Max for Live and Live 10, with 8-channel output and extensive layers of digital signal processing. On the other hand, the glove analytics have become much simpler and connected with more primitive metrics from the motion sensors. This creates a sense a tangibility through a delicate temporal response.
Cinematography by Megan Patzem. Video editing and sound by Seth Thorn. Recorded at the iStage within the School of Arts, Media, and Engineering @ Arizona State University during HIDA Day, October 11, 2018.
An improvisatory performance with my computational system, Windowless, which improves on previous implementations of the alto.glove system, especially its analysis and sound synthesis modules. Rapid machining dynamics are blended with slower textural accompaniment via live-recorded sound. Corporeal dynamics follow a different trajectory here, too. They are becoming loose.
Cinematography by Megan Patzem. Video editing and sound by Seth Thorn. Recorded at the iStage within the School of Arts, Media, and Engineering @ Arizona State University.
Blue & Green
Free improvisation to iStage programs with live mapping to alto.glove. Recorded November 14, 2017 @ iStage, School of Arts, Media, and Engineering, Arizona State University.
Credits: Video and live mapping by Brandon Metchley, ambient sound by Emiddio Vasquez, and multichannel resonant filter banks by Julian Stein.
Verdacht collides post-digital techniques with string playing. The “suspicious” (verdächtig) element here is that very collision: where the viola does not belong, an uncanny fate for an ancient instrument made of wood, hair, and entrails. All electroacoustic music finds itself in this situation, but my goal is to push the “electro” and “acoustic” dimensions to opposite extremes.
Accepted to NIME 2017, NYCEMF 2017, SPLICE Festival 2018.
A suite of real-time works filmed in studio, Tacna explores digital and post-digital sound, including noise, procedural looping, spectral processing, and granulated delay.