| Semiconductor www.semiconductorfilms.com |
Biography: http://www.semiconductorfilms.com/sonic_inc.htm Semiconductor's
work is at the forefront of an emergent, hybridised practice that blurs
the lines between sound and image and confounds the viewer/listener as
they attempt to determine the etymology of the work. "We have sought
to physically tie the senses of sight and sound in an attempt to transcend
their difference and possibly find a place where they have no distinction."
Sound cinema is one tecurrently used to describe this process though it
seems like a weak articulation of an evolving practice that refuses such
neat categorisation. Inaudible Cities, part-commissioned by Lighthouse,
is a visual/aural architecture where the audience become the occupants
of a space that is unfamiliar yet feels like home.
6th
December 2004 The generalisation
of digital art has led to the misinterpretation and lack of distinction
between several art forms, specifically in the field of live image and
sound works. There is a common misunderstanding that Vjing is a precursor
to current explorations in live image and sound performance, or that they
are the same thing. Nuances in these fields need to be clearly defined
so they can be developed and challenged. In our Sound Films, the sound and the image have always existed to reflect each other. They are not made as an accompaniment, but so they become the same thing, are synonymous. This is emphasised in works where the sound controls, or is the image and vice versa. When translating these correlations into our live works, two main technical challenges arose that needed to be overcome; real-time limitations imposed by the computer hardware and the existence of suitable software to achieve our aims. Past trends in live image and sound have seen artists depending on globally used software for the creation of work, which tends to homogenise the output. These styles quickly become very recognisable and thus diminish the ability to challenge the artist or the viewer. We knew that if we wanted to create our own language and challenge the current mode of practice in live image and sound, we would have to programme our own software environments specifically to our concepts, visual, audio and presentation needs. During this process it quickly became apparent that to conquer hardware restrictions and produce truly live generated image and sound, it was important that it became a collaboration between us and the computer. To achieve this we would have to embrace the innate material of the computer and work with what is possible, not fighting with producing complex imagery or image sound relationships that could not be computed in real time. Of consideration,
is that when making any art, the medium you choose should be the best
form of expression for your idea, or how you want to communicate it. The
nature of performance is that the context, moment, mood and artist etc.
all have some bearing on the outcome of the piece of work. So, if the
live image and sound were to be documented in a linear form, you can assume
that it would not maintain certain nuances and integrities. Therefore,
where the creation is pre-recorded or where the sound has not been made
specifically for the image [or vice versa] does it really rise to the
challenge of live image and sound? Sonic Inc. The visual aesthetic of Sonic Inc. is working away from the hi-tech world of computer graphics and towards the inherent visual language of the computer as material. We have stripped back the slick complexity of current computer graphics, to reveal the basic building blocks of computational visual language. We take this as being lines, squares and colour; from these most simple forms and realisations, all other structures and combinations can be made. This way the computers offerings come as neutral as possible, free of any visual connotations, allowing us to explore the nature of the medium. These basic forms lend themselves to real-time creation, with the computer processing the smallest amount of data. The sound has been made specifically to produce the image; allocating time and structure for precise roles and dividing up the soundtracks to build and animate particular parts of the compositions. Likewise the drawing aesthetic has been carefully considered to react to and illustrate the sound, revealing a harmony between the two senses. The narrative of our
current performance with Sonic Inc charts the beginning of an artificial
world and its shapeless inhabitants. We follow the evolution of an unformed
landscape and its simple life forms which grow according to the sound-scape.
We start with the most basic static forms and structures, realised by
sound, which elaborate into a sequence of real-time dynamic compositions.
Forming as basic structures and developing into creatures, the life forms
learn to move autonomously, grow, respond to and build their own environments.
We identify with a history of computer film and are interested in continuing this dialogue. Pioneers of computer based works were restricted by hardware processing. Today, what we can achieve in real-time would have taken days in the beginning to complete as a linear work. Technological advances have given us the possibility to develop this language, paying homage to early pioneers and celebrating the computer as medium.
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