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Second Iteration Conference
I attended this conference,
and here are some comments, with a focus on music-related presentations.
Usual disclaimer: this is a personal view of a complex event.
The conference, described
as the "second international conference on generative systems in
the electronic arts", was held at the Caulfield campus of Monash
University, Melbourne, on 5th 7th December 2001. The conference
was ably organised by Alan Dorin. He was assisted by Jon McCormack and
Troy Innocent, but the main burden fell on Alan, so there were no exhibitions
or performances, just the conference itself. However, for me it was
very interesting and worthwhile.
At most sessions there were
around 50 people; since some could only stay for part of the conference,
there were about 80 participants in total. About a dozen of these were
from overseas; they made a very significant contribution, so the label
"international" was justified.
The presentations covered
a wide area: animation, music, architecture, robotics, biology, and
theoretical issues.
The conference Web site.
Generative
systems and generated art
"Generated art"
involves some process which is created or set up by the artist but then
proceeds to operate more or less independently of its creator. Furthermore,
the actual process is an important part of the artwork. This conference
had a sub-theme "emergence", which is discussed below.
The commonest technique
used in the conference was that of "genetic algorithms" (GAs
for short) or "simulated evolution". Suppose we want a system
to generate musical phrases. We treat each musical phrase as an organism,
which has "genetic material" (just a string of numbers) and
a "body" which is the actual musical phrase. We select two
phrases as "parents" and breed them to produce "children"
(whose genetic material is a mixture of that of their parents). We can
also have "mutation", by making random changes in the genetic
material. We need a process to convert genetic material into "bodies"
(musical phases), and then we subject the resulting phrases to selective
pressure: we need a "fitness function" which determines how
good the musical phrases are. We keep the best phrases, breed from them,
and so on.
In scientific and engineering
problems, there is often a fairly clear idea of what a good solution
is, so the fitness function can be straightforward. In an artistic context
we may want to create "interesting" musical phrases, without
any idea of how to measure interestingness. One solution is to make
an interactive system. The user selects the most "interesting"
musical phrases of each generation and allows them to breed, while the
rest are discarded. If we want a fully automated process, it seems that
getting a good fitness function is the hardest part.
Apart from genetic algorithms, it seemed that half the people at the
conference had had a go at simulating ant swarms.
Musical presentations
There were three presentations
on breeding music. Tatsuo Unemi (Japan) presented work on composing
short jazz pieces (for medium-sized band), Andrew Brown (Brisbane) described
work on breeding continuations of melodies from a short initial seed,
and David Birchfield (USA) described and demonstrated an elaborate real-time
composition system.
Tatsuo Unemi's system had
a recursive patterning process built-in, so it produced successful results
within a limited range of variation. Andrew Brown's process was more
open-ended and less immediately successful. His fitness function was
a weighted average of various characteristics, including note density,
rhythmic variety and repetitions of pitch patterns. Random initial melodies
did evolve to something more coherent. However, Andrew also had a process
for generating reasonably structured melodies. If these were used as
the initial population, the genetic algorithm was unable to improve
them. Rob Saunders (of whom more below) suggested that instead of just
one fitness function (Andrew's weighted average), it might be better
to use several functions, and keep melodies with a high score in one
or more functions.
David Birchfield's system
used the interesting idea of genetic information at several levels.
Each note had its own genetic material for pitch, duration and timbre,
but in addition each phrase had independent extra genetic material controlling
the phrase as a whole, and then there was still further genetic material
controlling a section (group of phrases), and so on for about two more
levels. David played a video of himself performing (as percussionist)
live with the system as it evolved from an initial random state to a
coherent structure of block chords.
An audio-visual work involving
genetic algorithms was Rodney Berry's (Japan) "Listening Sky".
Alan Dorin also worked on this piece, in which objects, represented
by pointillist swirls of dots, move and breed on the surface of a sphere.
Each produces a melody, which affects attractiveness for mating purposes,
though the colour of the object is also involved in some way. Rod was
eventually able to demonstrate the work running on two laptops (one
for the visuals and one for the sound).
There were two other presentations
concerned with sound and music which did not involve genetic algorithms.
Garth Paine (Melbourne) described several of his interactive installations,
which in general produce sounds which in some way respond to the movement
of people in the installation. His latest work "Gestation"
involves realtime generation of graphics as well, utilising ultrasound
images of his friends' unborn children. Ananda Poernomo (Melbourne)
described a system intended to assist composers who work with so-called
set-theoretic composition. This is strongly associated with 12-tone
serialist composition, and takes sets of pitch-classes as a fundamental
concept. The software presented by Ananda can carry out transposition,
inversion and so on, and can apparently help with the organisation of
large-scale structures.
In the open session at the
end of the conference there were two short music-related presentations.
Jonathan Crane (Sydney) talked about some experiments in. breeding timbres,
using FM and additive synthesis; I talked about my piece "Peer
Pressure", which is an aural representation of a process which
causes fireflies to flash in synchrony. Additionally the only actual
performance not in a presentation was music generated by Andrew Garton
(Toy Satellite). I have to plead guilty to treating this as muzak; I
was too busy talking with other conference participants and getting
into the grog that Alan Dorin provided. So I can't report on what Andrew's
system was doing.
Other presentations
Of course, music was only
one of the topics of the conference. Here are summaries of some of the
other presentations.
The opening presentation was by Katherine Hayles (USA). Katherine was
well-known to a number of conference participants through her book "How
We Became Posthuman". Her base is in literary theory and criticism,
and she is concerned with the relationships between literature, new media,
science and technology. In her presentation she described and commented
on an alliance between the United States military, the entertainment industry
and academic computer scientists to construct elaborate simulations for
the military. The one Katherine described was set in a Bosnian village,
where a riot is developing near a military armoury, but also a soldier
has been involved in a car accident in which a child has been injured;
additionally a news cameraman is present. The participant has to decide
on priorities and allocate forces. The simulation had computer game elements
combined with sophisticated voice recognition software and motion tracking.
It raises questions about ideological biases and portrayal of a foreign
culture as well as questions about the reactions of the participants:
did they become immersed, or did they treat it as just another artificial
test? (There was certainly a "correct answer".) Also, a staggering
amount of money was spent.
Maria Verstappen and Erwin
Driessens (Netherlands) presented an impressive body of work which encompassed
both screen-based works such as their "IMA traveller", a constantly
changing cellular automaton landscape, and construction of actual physical
objects. "The Factory" was an automated installation. In it,
a dipper scooped up a quantity of molten wax from a heated container
and dropped it into a bath of water. The wax formed an irregular blob
of interesting (and often suggestive) shape, which was transferred to
a conveyer belt and passed in front of a video camera, which recorded
the blob. It was then returned to the wax container and melted down.
Then another blob was created, and so on. Each blob stayed in existence
for about 6 minutes, the only permanent record being the videotape.
Christa Sommerer (Japan)
also presented a body of work, mostly done in collaboration with Laurent
Mignoneau. Some of it concerned a system where Japanese mobile phone
users could have little "artificial life" creatures downloaded
to their phones. The phone owners could then nurture these creatures,
tamagochi style, and even breed them with other phone-owners' creatures.
There is also an option to get the phone number of the other creature's
"owner"... . The most engaging piece that Christa presented
was "A-Volve", a sort of virtual aquarium. Visitors to the
installation could draw a profile and a cross-section; the software
would then create a 3D creature. The creatures were projected from below
into a tank of water, so they appeared to be swimming in the tank. The
creatures could prey on each other, and also mate. In addition, there
was a camera above the tank, so by putting one's hand in the water one
could, for example, immobilise a predator and allow one's own creature
to get away.
These talks illustrate what
became two sub-themes of the conference. Some artists seem to have become
frustrated with screen-based works and want to make real objects, though
Maria and Erwin appear to move happily between exploring impossible
worlds on screen and working with real artefacts. The other sub-theme
concerns the nature and extent of interaction with an installation.
The works of Maria and Erwin generally have little or no user input,
whereas Christa's depend heavily on user interaction, as do the works
of Garth Paine, John Tonkin and other conference participants.
Maria made an interesting
comment: some visitors to her studio who at first did not know that
some of the graphic images were produced by a computer program expressed
relief when they found out: they did not have to guess the artist's
"meaning"!
Stuart Bunt (Perth) described
the "SymbioticA" project, which uses tissue culture techniques
for artistic purposes. This year the group exhibited at Ars Electronica
(Linz, Austria). The installation, entitled "Fish and Chips",
consisted of some fish neurons (part of a goldfish brain); the electrical
activity of the neurons drove two robot arms which in turn drew on sheets
of paper. There was also a sound output. The neurons apparently produced
patterned white noise, and the drawings were mostly crosshatched lines.
Stuart said that the team originally intended to have a real fish and
chips shop there so that visitors could eat fish and chips while watching
the installation. This was vetoed, ostensibly on health and safety grounds,
but in fact because the organisers were trying to improve relations
with the conservative citizens of Linz (whom they had thoroughly offended
the previous year), and it was felt that eating fish while watching
fish neurons performing would be too confronting.
Rob Saunders (Sydney/UK) presented his work on "curious agents".
Each agent (a small part of a computer program) produced "artworks"
and made them available to other agents. (The artworks were in fact images
produced by genetic algorithms.) An agent would take an artwork from another
agent according to a criterion of "creativity", which Rob took
as "appropriately novel": novel, in that the artwork differed
from the agent's current production, but appropriately novel, i.e. not
too different. Agents with similar tolerance for novelty tended to form
cliques; sometimes Rob also observed fashion cycles.
This work provoked considerable
discussion, and also, I felt, some misunderstanding. By the way, Rob's
model of a closed society of artists consuming each others' work appears
to correspond pretty well to the situation of modern music in Sydney.
According to a survey carried out some years ago by Fiona Allan, about
half of the people attending modern music concerts regularly are themselves
active producers, either performers or composers (and presumably most
of the rest are spouses and girl/boyfriends).
Jon McCormack and Alan Dorin
(Melbourne) presented a paper discussing the somewhat slippery notion
"emergence", and there was some discussion during the conference.
In the context of generative systems, it appears that "emergence"
refers to: behaviour that is not "built-in"; behaviour when
the system exceeds expectations; behaviour when the system surprises
its creators. In discussion there was reference to some experiments
about using genetic algorithms to configure arrays of electronic components
to perform various tasks. In one case, it turned out that the resulting
circuit was in part acting as a radio receiver and was collecting and
making use of radio waves emitted by a computer in the same room. This
is surely emergent behaviour!
There were plenty of other
fascinating things at the conference. In general the presentations were
of a high standard and the atmosphere was of friendly and constructive
discussion, though I think there were some ideological fault lines lurking
beneath the surface. A couple of the overseas people commented that
there appears to be a relatively high concentration of algorithmic or
generative artists in Australia. I don't know if this is true, or an
illusion created by Alan Dorin's skilful organisation of the conference.
In any case, Alan is to be congratulated.
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