For ‘200 Nanowebbers', Semiconductor
have created a molecular web that is generated by Double Adaptor's
live soundtrack. Using custom-made scripting, the melodies and
rhythms spawn a nano scale environment that shifts and contorts
to the audio resonance. Layers of energetic hand drawn animations,
play over the simplest of vector shapes that form atomic scale
associations. As the landscape flickers into existence by the
light of trapped electron particles, substructures begin to take
shape and resemble crystalline substances.
Extract below from interview
with Semiconductor on 200 Nanowbbers
see:http://www.eternalgaze.net/2006/06/200-nanowebbers-semi-conducted/
Matt Hanson: What was the inspiration
for 200 Nanowebbers?
Semiconductor: We started with
the music and the title of the track. For recent real-time performances
we have made our own tool so that we can generate 3D structures
and life-forms to sound on the fly. During the performance we
create a primordial soup and this speedily evolves into landscapes
and life-forms. We're interested in how human and computer come
together to form representations of the real world. We call this
Artificial Expressionism. So we had already been exploring ideas
of microcosms and evolution and wanted to take this further with
200 Nanowebbers . We wanted to try out visual techniques that
would make you feel like you were in a Nano-scale world, without
having to use other objects as a scale reference. The pace of
the track is quite frantic. In all our work we find different
ways to unify the sound and image, so it was clear this pace would
be reflected in the piece.
What was the production process?
We rarely make a storyboard.
We're against working with a traditional idea of narrative and
often let the sound take over this role. We develop ideas of how
something will progress, so we end up with sketches for different
parts of the whole; the motion, form, shot and techniques, it
becomes a very modular process.
For 200 Nanowebbers we broke
down the sound into sections. The music was produced as part of
a live performance so there was just a stereo version. This complicated
things, as we normally assign different parts of the sound to
control different elements. We had to go through a laborious process
of isolating parts of the soundtrack. Once this was achieved we
wrote a script in 3DS Max that would allow us to evolve the structures
according to different parts of the sound. We incorporated hand
drawn maps and animations to create a complex world that looked
hand-made. We are perfectionists and enjoy the creative process,
so this project caused a lot of hair pulling; trying to control
so many generative elements and pulling them seamlessly together.
How did the video commission
come about?
We made some music videos for
Mum and QT who are Fat Cat Records artists, and were contacted
via them by Patrick from O/S/A/K/A records in Dublin. We had just
finished a six month fellowship on the Scottish border in Berwick-Upon-Tweed,
followed by a solo show, and were gearing up for a new sort of
challenge. So timing was everything here.
Does your work come from subject
contexts, or are they more process/abstract driven ideas?
Both; we started playing with
computers during the first generation of current mainstream software
and this put us in a great position in terms of learning the potential
of the computer and exploring it as a medium. Back in 1999 we
made a piece called Puffed Rice; we made the sound and then we
found our own path through the computer where we could change
an equivalent of a frame of the sound into image, revealing the
data as both sound and image. This was pre 'action' in Photoshop
and so was a very time consuming process. We were interested in
what the computer visual language looked like. We still work with
the raw material of the computer image in our live work; generating
stripped back simple 3D forms to sculpt and draw in real-time,
working with the innate material.
In other works we have made site
specific installations through fellowships and residencies. The
starting point for these is our interest in the landscapes of
our world, both natural and man-made. Through animation we reveal
the physical world in flux; cities in motion and systems in chaos.
Central to these works is the role of sound, which becomes synonymous
with the image, as it creates, controls and deciphers it; exploring
resonance, through the natural order of things. For example; in
Inaudible Cities: Part One , a digital cityscape is built by the
sound of an incoming electrical storm and in All the Time in the
World we have used actual seismic data to re-animate the landscape
of Northumberland.