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Brainspawn updates Forte – Live Performance Workstation to v3.0.47

Tuesday, May 15th, 2012

Read the full story @ KVR Audio
Brainspawn has updated its Live Performance Workstation, Forte, to version 3.0.47. This maintenance update contains the following fixes: Fixed a performance problem when pressing OK on scene manager [Read More]
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u-he updates Diva to v1.1 – Boosts Performance

Tuesday, May 8th, 2012

Read the full story @ KVR Audio
Diva 1.1 addresses performance issues u-he has updated Diva virtual analogue synthesizer to version 1.1 on both Windows and Mac OS X platforms. New Features: Up to 40% less CPU usage Multi-threa [Read More]
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Image-Line launches FL Studio 10.5 Beta with Performance Mode

Wednesday, April 18th, 2012

Read the full story @ KVR Audio
Image-Line has announced that the FL Studio 10.5 (beta) is available to registered customers for testing. While FL Studio has continued to gain popularity in home and professional studios, the path f [Read More]
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FL Studio 10.5 Performance Mode in Beta: Bridge Arrangement and Live, Easy Hardware Control

Tuesday, April 17th, 2012

FL Studio’s live performance functionality has been teased for some time online, attracting enraptured eyeballs and plenty of discussion online. Now, you can give it a try for yourself in the new FL Studio 10.5 beta. My prediction: it’s definitely huge for FL Studio die-hards, but it could also attract some “lapsed” FL users back to the fold, and it’s almost certainly a reason to fire up a copy of Windows. (That’s the sound of a bunch of Boot Camp installations.)

The best way to see what the performance mode is about is in the video above. It’s actually a bit more basic than some of the teasers we’ve seen – there isn’t quite as much fancy trigger-mode action – but it’s easier to follow how the software works.

I’m of the mind that music and music technology alike benefit from a range of ideas, even conflicting ideas. What I like about FL Studio’s approach to performance is that it isn’t exactly like what you get with Ableton Live. It’s not unrelated – we’re looking at several controllers designed for Ableton, and there are certainly noticeable similarities in the ability to trigger blocks of time, some owed to Ableton and some more generally attributable to loop and sample tools over the years. But you get some new angles, and there’s really no mistaking this for anything other than FL. A few highlights, evident in the video:

  • Audio, automation, and pattern clips in any combination
  • Move directly from a linear arrangement to live triggering – something unique to this tool.
  • Combine a bunch of controllers – and use a range of stuff (Akai APC, Novation Launchpad, and Korg kontrolPAD make appearances)
  • Slice clips horizontally into more clips (that’s definitely not possible directly in Ableton’s Session View)
  • Novel triggering modes and arrangements – a bit like Follow Actions, as some Ableton users have noted, but with some unique twists, and again, all in a linear arrangement view.

More videos in Image-Line’s development series, or read the manual.

I love this slicing workflow, too, using Slicex and not just the Playlist:

It’s really that moment where you take your finished, linear arrangement and start remixing it in non-linear fashion – without having to switch software modes or resample the content – that I think is a big deal. (It’s especially nice when you slice up existing bits of that arrangement even further.) This is not only something you can’t do directly in Ableton Live, but it’s distinct from live performance workflows in a lot of other hardware and software.

Now, whether that’s actually musically useful is another question, and certainly the musical result in these videos is not distinguishable from what people are doing with Ableton – for better or for worse.

But, then, that’s really down to you, the users, as much as the tool.

FL Studio 10.5 is, according to developer Image-Line, a step on the way to the finished FL Studio 11.

This should also tantalize some users (and, I hope, attract some of our cleverer CDM readers and FL users):

We are looking for input from iOS (iPad/iPhone/iPod touch) and Android users to help with touch-based support/scripting/ideas for Performance Mode (see left).

More on that, in case you missed it in FL’s newsletter.

For working directly on mobile, FL Studio mobile has also gotten an update.

Full details of what’s in 10.5 from Image-Line:

  • Performance Mode – Trigger Clips using your mouse, touch screen, typing keyboard or MIDI controller.
  • New controllers supported – APC20/40, Launchpad, Block, MASCHINE / MASCHINE MIKRO, padKONTROL
  • Unique controller MIDI input port – Controllers can now be assigned unique input & output ports for feedback.
  • Linking includes MIDI input port – Links now use MIDI input ports to avoid conflict between controllers
  • New Content Library – The content library has received a complete overhaul based on user input.
    Options > Project general settings > Play truncated notes in clips – Restores notes overlapping slice points in Pattern Clips.
  • Horizontal/Vertical movement locking – Shift (horizontal lock) & Ctrl (vertical lock) when moving items.
  • Piano roll click & hold functions – Glue notes, Mouse wheel velocity change, Mouse wheel tool select.
  • Piano roll – Brush tool: Monophonic step mode (hold shift for old behavior). Chop chords: Strum & Articulate tools.
  • Improved Tap Tempo & Fine control – Updated algorithm + nudge control for Performance Mode.
  • Instrument Channels – Ctrl+mouse wheel on Channel button to change the mixer track.
  • Stay open sub-menus – Right click to check several menu items without closing them.
  • Plugin Picker – Start typing plugin names to highlight entries.
  • Right-click data enter – Most controls now allow a Right-click option to type in values.

10.5 Beta [Image-Line]


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Mouse on Mars: In the Studio, and Reflecting on Performance, Listening, and Melody

Thursday, April 12th, 2012

Mouse on Mars’ Parastrophics for Monkeytown has been an early highlight of the year, a record packed with musical ideas in densely-configured arrays of sound. The duo is now taking that music on the road, in ambitious, improvisatory live performances.

Perhaps all of this can be summed up in one word: energy. Their studio and its arrangements of objects has an energy, an energy that’s present in the craft in the record. And talking to the artists, you get a sense of energy, of enthusiasm, crackling away like an amped-up oscillator.

It was therefore a pleasure to get to hear some of the thought and philosophy that produces all that musical energy. Jan Werner talks to CDM about how he and Mouse on Mars think about sound, melody, and the act of listening – and why he hopes people will find a way to listen to this record actively. I was glad to convince Jan to put this into written words, because they take on a dynamic of their own. I overuse the word poetic, but I find what he says poetic and provocative, in how I think of my music as well as his. And unlike a live interview, here those answers had some time to simmer.

It’s fitting to place those words amidst images of the workspace, their studio deep in Berlin’s Funkhaus facility. Against that backdrop, here’s what Jan has to say about music:

CDM: What does your studio setup, and all of this tactile, traditional hardware, mean in your music making? Obviously, sound is important, but apart from sound, what does it mean for you to be in that place and surrounded with those particular objects?

Jan: Our studio is very important to us, because it acts as a workspace as much as a hideout, an archive, and a rehearsal space. Still, we would pretend that we could make music anywhere and even without any electronic tools, if necessary. Maybe this gesture of personal freedom provides us with the artistic freedom to change things at any given
time, in any given direction, and be at ease with our complicated digital protheses.

We collected quite a bit of hardware over the years, too, without becoming collectors, and we are very keen on software applications, plug-ins, Max patches, etc. We like to use as many different sound sources as possible, and then go for the challenge of bringing all these elements together as one consistent idea of music.

You speak articulately about the idea of listening. What did listening mean in the making of the record? How would you like people to listen to the album – or how do you listen to music, when you wish to focus on it?

Listening can happen in any situation that allows your brain to adjust to acoustic sensations in a non-judgmental way. By non-judgmental, I mean taking the sounds for what they are, and not using them as vehicles for pre-set intentions. Also, active listening does not mean to identify and understand a sound’s origin, but to let the idea of what a sound can be in itself evolve to a possible maximum. This maximum of what a sound can become surely depends on your experience, attention, interest, ambition, fantasy, physical condition, etc.

We’re all limited and skilled at the same time, and that’s what makes a difference in how sound appears to us. You could say that ideal listening would be listening without prejudices and even without expectations. But here, a paradox kicks in, because without any preparation or expectation, you might not even be aware of listening to something. Music is a great tool to avoid this paradox, because it attracts a listener’s attention, draws the focus away from the purely physical origin of a sound, but opens up to a vast field of references and emotional and rational responses.

Music, as such, has no purpose, and does not make sense other than offering more or less appealing arrangements of frequencies. The problem is that this definition, which lies within the nature of music, can easily be covered by propagandistic intentions, coming in the form of lyrics, performances, visual stimulations, etc. Blindfolding is not the answer, because all our senses take part in making sense of listening.

I got to see your live performance at Berghain, though admittedly, being in the back of the space I could only listen and couldn’t always see. What I felt was a sense of fresh energy, that this was indeed something new and spontaneous. How are you adapting the studio album to live performance? What elements do you maintain live, versus those that must be prepared in advance? What did you find as you tried that in that first performance?

Each concert is different, and we usually pretend that we don’t care about an upcoming performance as much as we consider all of them to be our first ever performances.

Berghain went well, because the setting up during the day was relaxed, the crew was great, the sound was superb and the atmosphere in the room was concentrated. We also premiered our new visual show, which our long-time friend Karl Kliem had put together, and we were glad that it worked out well.

During a show, we play parts that we’ve rehearsed in the studio. We throw in samples and pre-recorded elements, but also sample on the spot, and use each other as sound sources. Most of the sounds are synthetic and use software to produce and manipulate sound. We play and modulate synthetic sequences a lot, use plug-ins to manipulate and shred sounds or song elements, and add new and unexpected elements on the fly. We also use the drum kit to trigger sounds, use microphones and analog effects and hardware samplers. All in all, it’s more than we can handle at once, which sometimes stresses us out or makes the sound more dense than it needs to be.

How do you approach melodic gesture in your music? There’s much discussion of rhythm in your music, but to me there’s also almost a sense of polyphony across textures, a sense of depth that requires listening on more than one level. How did you assemble this in the composition and production of the music?

There are always various timelines across one song or album. Some sounds appear only once, others repeat and get manipulated throughout the course of a song with every reappearance indicating a rhythmic idea. We try to avoid a strict hierarchy between melody and rhythm, and consider one being as important as the other. That means that a melody can have a strong rhythmic character as much as rhythm can have a predominantly atmospheric or harmonic (balancing?) quality.

Sometimes a melody might stretch over the course of a whole song, so only if you time-stretch the track, you would get the full melodic phrase. Maybe it’s the continuously-changing distance towards a song, like you would quickly twist the zoom of a camera, which makes fun for us. Or, maybe, it’s rather a discontinuously-changing focus, because we allow ourselves to slow down and even suddenly stop the movement as much as we cut elements so fast that they seem to skip. Music for us is a play on time and spacial tension. You can add layers along time as much as you can stack them in depth. And coming back to melody vs. rhythm: there is a blurred border, where one becomes the other, and we have great interest in strolling around this wasteland.

And more from inside and around the Funkhaus on a wintry, Prussian afternoon.

http://www.mouseonmars.com/


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Brainspawn releases Forte 3 – Live Performance Workstation (incl. 64-bit)

Wednesday, March 28th, 2012

Read the full story @ KVR Audio
Brainspawn has announced the release of Forte 3, a major new version of the live performance workstation for virtual instruments. Forte 3 unleashes your creativity with features designed specifically [Read More]
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Performance Percussion PP500E

Saturday, March 17th, 2012

Under the brand Performance Percussion, JHS markets a comprehensive and varied range of percussion, drum accessories, acoustic and e-drums predominately aimed at the entry-level player.

This Chinese-made PP500E set is sited in the middle of a range of three available electronic kits offered by JHS. Intended for student and advance players alike, the kit has five drum pads, two cymbals, hi-hat controller pedal, bass drum pedal, sticks, module and rack.

Build

Being only 61cm wide and 79cm high, the rack does appear to be a little undersized for an adult – a feeling that’s perhaps exacerbated by the petite 1″ diameter rack tubing of the serrated aluminium crossbars, tom/snare arms, uprights and dinky plastic clamps. This may be one of smallest racks we have ever seen, but has the benefit of being the lightest too.

In principle, we like the additional clamp between the rack and bass drum pad assembly. But this is not just a feature for better stability; it seems necessary because the assembly is flimsy – whether this, and indeed other kit components such as the bass drum pedal, cymbal pad fittings, can cope with the likely pounding is questionable.

Chunky rubber wraps envelop each of the five 8″ diameter drum pads, helping protect the rigid moulded plastic casing and forming the stick-resilient playing surface. The two cymbal pads (one for hi-hat and the other for a crash or ride), are similarly constructed but have a triangular or trapezoidal shape to them.

There are 12 ¼” jack sockets to the rear of the module, including eight trigger inputs (one spare), hi-hat controller, headphones and two auxiliaries: aux out (drum sound excluding metronome), and aux in for any external audio device such as CD or MP3 player – useful as there are no onboard tracks to play along with.

Hands on

With the module powered up, the red and blue LEDs illuminate, displaying the defaults of the ‘metronome’ on the left-hand segment and beats per minute shown on the right. Setting the metronome in ‘motion’, a bell chimes and small LEDs illuminate to mark the beginning of each bar but, after a while, the reverb ‘slap-back’ becomes slightly annoying.

Playing around the kit shows the triggering to be fairly accurate but buzz rolls (an acid test of the triggering capabilities), suffer from the machine gun effect. Overall, the response is reasonable and the sound perfectly acceptable, with assistance from the previously offending reverb adding depth and dimension to the drum sound.

Read more about Performance Percussion PP500E at MusicRadar.com




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FL Studio Unveils Performance Mode Alpha; Live That Isn’t Like Ableton Live?

Tuesday, February 28th, 2012

If you’re looking for a way of triggering sounds in live performance, but you want to meld that notion with the sequencer rather than play a drum machine-style sampling instrument, your commercially-available options are limited. And it seems, in particular, new creations simply work the way Ableton Live’s Session View does. Bitwig, a new DAW, struck many observers (myself included) to be strikingly close to Ableton’s Session View. More recently, a homebrewed effort for the tracker Renoise also aped Ableton’s interface.

Today’s appearance of the much-anticipated (well, by FL Studio users, anyway) Performance Mode is something different. Seen in a new alpha of the Software Formerly Known as Fruity Loops, Performance Mode builds on FL’s existing metaphor for queuing up samples, the Playlist. A few observations:

You can go directly from FL’s Playlist into this performance triggering mode. There isn’t a separate interface metaphor; instead, choosing Performance Mode unlocks new interactive playback options.

The triggering and position options aren’t quite like what we’ve seen before. Ableton Live provides the ability to quantize triggers and has long allowed interactive clip behaviors so that clips trigger other clips (Follow Actions). But FL has some new options. Triggering – first getting a clip playing – and position – have independent quantization options, for more complex rhythmic options. “Motion” options let you play through and then stop and perform other behaviors. The biggest difference in all of this is

By the time the Novation Launchpad is controlling the action, FL resembles mlr and its descendants, the unique family of Max patches originated by Brian Crabtree on his monome project, more than they do Ableton Live. Now, arguably, you could rotate your head ninety degrees and look at Ableton, so that clips in Session view proceeded in time from left to right rather than top to bottom. But because all of this lives in FL’s Playlist, the workflow certainly feels different, and that detail of moving from left to right is pretty fundamental. While the results here seem very much like the monome, I could also imagine someone using the same features to go in a different direction. And all of this looks very, very fast.

The push to escape the shadow of Ableton Live – and even the monome – seems to be a difficult one. What’s your take: is this a new direction, or more of the same? Die-hard FL Studio users, are you interested? And will this interest anyone who isn’t a die-hard FL fan?

Not really directly on-topic, but for anyone who thinks FL Studio is entirely for people making 90s-style trance or something, here’s a pop-sounding Russian tune, and behind-the-scenes with the artist on how it was made, by Andrew Maze. It’s not really the sort of music I typically listen to – but that’s my point; it really doesn’t matter. (And it is nicely produced, in a way that fits its idiom.)

Thanks to Dario Lupo and Giuseppe Sorce for discussing this functionality on Facebook with me, and to Dario for the tip.

http://www.image-line.com/documents/flstudio.html


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Across the Universe: Mind-Blowing AV Performance Makes Music a Spacey Trip

Wednesday, February 1st, 2012

Turning music and sound into three-dimensional worlds often yields something that fields like a trip through space. But this feels like a real trip. Through pulsing, glowing starfields, “Versum”‘s audiovisual movements are brain-bendingly transformative. Artist Tarik Barri has created an integrated world of sound and image that makes the interface and the compositional realms seamless. It seems as though this really is a musical universe, through whose harmonies of the spheres you can fly like. Boldly going, indeed.

Ingredients: Max/MSP/Jitter, Processing, Java, SuperCollider, GLSL [the 3D shading language], and … some serious skill and time, I imagine.

The work has been in development for some years (not surprisingly, given the results). But it surfaced again as we brought up the 3Dconnexion SpaceNavigator hardware as a practical controller for 3D. See Create Digital Motion:
Look at Me, I’m Flying: SpaceNavigator Hardware + Blender

Tarik’s work resurfaced after a presentation in the UK. Reader janklug writes:

I’m just back from the M4_u Max/MSP/Jitter conference in Leicester (was great, btw), where Tarik Barri presented his project ‘Versum’, both as an installation and as a performance.
The user (and in case of the performance, Tarik) navigates through this incredible 3D-space-sequencer-universum with the help of a SpaceNavigator; glowing objects floating in this space produce sound, and as you approach them, they even give this nice doppler effect…
It was totally amazing to be able to float between pulsing rhythm-planet-objects and shiny drone-beams; navigation was easy and natural. Tarik uses a combination of Processing and Max/MSP; don’t know which one the SpaceNavigator is connected to.
Having tried this, I immediately ordered one; I think it also could be a great interface for M4L…

More information:
http://tarikbarri.nl/projects/versum
PDF documentation [2009]

Significantly, it’s really the act of flying that controls the music. That remains interactive, but it’s the movement through the three-dimensional space that determines what you hear. As the artist explains:

This virtual world is seen and heard from the viewpoint of a moving virtual camera with virtual microphones attached. This camera, controlled in realtime by means of a joystick (or any other kind of controller) moves through space, similar to how first person shooter games work. Within this space, I place objects that can be both seen and heard, and like in reality, the closer the camera is to them, the louder you hear them. So when the camera moves past several visual objects, you simultaneously hear several sounds fading in and out. Consequently, the way the camera travels past them actually causes melodies and compositional structures to be seen and heard.

The visual position of each object coincides with the panning of its sound: objects to the right of the camera will also be heard on the right, and those behind the camera will be heard from behind in case a surround speaker setup is used. This principle also applies to the Z-axis, meaning that sounds can be heard coming from above and below if the speaker setup supports it.

That’s the essential question, to me, when looking at 3D environments for music. What about the dimensionality will interact with the music? Is it something spatial, or will there be other sorts of interactions? (New Zealander-turned-Berliner Julian Oliver worked extensively with game engines, for instance. One solution for him was modifying the “gun” in those games to be an implement for doing things in the space, turning swords into plowshares after a fact by making the gun produce music rather than kill virtual entities.)

So, now you’ve seen some of the technical demonstration. But Tarik uses his work as an environment in which to make audiovisual performances. Here’s what some actual live playing looks like, in a beautiful, meditative piece called “Eleven”:

In fact, the biggest challenge to me of a piece this awesome is that you want an immersive environment, not just the small, rectangular screens that are often all festivals and venues can afford.

Holodeck, anyone?

More:


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Curating Sound: Exploring Performance and Embodiment, in Live Excerpts and Analysis from BodyControlled

Thursday, January 26th, 2012

Continuing our insight into this view into electronic music performance and art through the lens of BodyControlled in Berlin, we’re joined by guest writer Kristin Trethewey. Kristin, a Canadian-born video artist and curator, takes another look at LEAP and BodyControlled, on the eve of its second installment. She gets straight at the question of what “BodyControlled” means, and what it can mean for sonic performance and creation. And I wanted to make sure to subtract myself from this write-up, seeing as I was playing – but see the excellent timelapse of the evening, above. -Ed.

LEAP is one of these spectacular Berlin venues you’ve been hearing so much about. It’s a huge, raw space with a view of Berlin’s landmark TV tower, hosting interesting art events with cheap drinks and the potential for a late-night party. But it’s unique, too, in its focus on electronic arts. And unlike other media arts centers, it’s not filled with computers and half-finished electronic projects. I’ve truly gotten lost trying to find this place (it’s tucked away in a mall), so I would recommend watching the timelapse video LEAP shot that guides you to the entrance before attempting to go there. Tonight is the second edition of BodyControlled, a new bimonthly performance series at the space. This installment, called “matter incompatible,” is held in conjunction with the Transmediale Festival under the satellite program, Vorspiel.

Robert Henke at BodyControlled, somewhere deep into a 12-hour performance. Image courtesy LEAP.

BodyControlled is a series focused on the intersection of performance and electronics. You can expect future programming to focus around ideas of “feedback” and “bio” related electronic performances. In its first installment back in November, a packed LEAP gallery witnessed performances by Robert Henke, Peter Kirn [editor of this site], Stephen Cornford, and Paul Whitty. The event was called “Other Spaces” and took the physical architecture of the gallery as a point of departure. Having the space filled with people made for a secondary concern of space: its use. In a series whose title mentions the body, I witnessed one performance engaging the bodies that were filling the space. Robert Henke’s twelve-hour set activated interactions between the audience, performer, and environment. He moved around, listened and mingled with the audience, even though he had this amazing, souped-up control station complete with ambient lighting.

CDM’s Peter Kirn (neverheardofhim) at BodyControlled in November. Photo courtesy LEAP.

Other artists put more emphasis on the manipulation and dislocation of space through the use and abuse of electronics. Kirn worked with a custom rig with tablet-controlled original software built in open-source software Pure Data (Pd), controlled by a tablet running Konkreet Performer. Excerpt:

Excerpt – LEAP Gallery Berlin, 26.11 by peterkirn

Electronic autopsy: Whitty and Cornford at work. Photo courtesy LEAP.

Whitty and Cornford actively deconstructed electronics in front of the audience:
it pays my way and it corrodes my soul (2011)

Stephen Cornford & Paul Whitty’s performance “it pays my way and it corrodes my soul” seeks out musical material by physically dismembering playback equipment. A reel-to-reel tape recorder is switched on and its mechanism amplified with a variety of microphones while it is taken to pieces. The sounds produced are then fed through an array of pedals: the machine’s belts, gears, switches and casing becoming an instrument subjected to a live audio autopsy

Excerpt:
Excerpt: Stephen Cornford & Paul Whitty, LEAP Berlin, 26 November by cdm

Cornford was also interviewed by LEAP for his installation work, featuring repurposed tape machines:

As João Pais, co-curator of the event with LEAP’s Daniel Franke, puts it:

“BodyControlled means the main direction of the series, to present performance and installation works that have a strong, corporal identity. This can be manifested in many ways, not only implying a “moving performer”. The purpose is to avoid the extreme of abstract performances made by a laptop-er, sitting down as if writing emails. In the first event, this idea was shown by interpreting/filling the space of LEAP through a sound-performance (Kirn, Henke), or an installation (Cornford, Mathy, Oliver).”

See also my write-up for ARTSCARDS from last month:
Other Spaces Generates New Spaces Through Sound at LEAP

The second event, “matter incompatible,” draws reference to the Transmediale theme: In/compatible, acknowledging the less clear, even dark forces at play in the artistic and political climate today. Matter Controlled questions the idea of the object or anti-object within sonification. See CDM’s write-up from yesterday:

Watch Artists Talk About Making Sound From Matter; Thursday Event and Stream in Transmediale Prelude

From the Transmediale podcast, some explanations of the theme of the larger festival:

Jacob Lillemose on the exhibition Dark Drives: Uneasy Energies in Technological Times by transmediale

Kristoffer Gansing elaborates on the festival theme in/compatible, as well as the in/compatible symposium: systems | publics | aesthetics.
Tatiana Bazzichelli is the curator for out new project reSource of transmedial culture and speaks about its concept.
Jacob Lillemose speaks about exhibition Dark Drives: Uneasy Energies in Technological Times which he is curating for transmediale 2012 in/compatible.
Sandra Naumann is the curator for this year’s performance programme The Ghosts in the Maschine, which she explains a bit more in detail.
And Marcel Schwierin tells us about his concept for the video programme he is curating for transmediale 2012 in/compatible.

Performances by Echo Ho, Mario De Vega, Alex Nowitz and Ignaz Schick will investigate this blurry region between the immaterial and material. I am curious to see what objects they will bring to play with. As they potentially seek liberation from the physical objects, by reimagining their sonification, I wonder how they are also reliant and maybe even drawn towards their objectification. Bringing these disparate emotions into play is at the heart of tonights investigation. In today’s climate fractures exist between so many aspects of our lives. These performances seek to bring some of them together, compatible or incompatible as we might discover.

You can watch the proceedings via live Internet stream, for the majority of you not in Berlin for the live show.

www.leapknecht.de

More Photos

About the Author

Kristin Trethewey is a Canadian video artist, cinema performer, and curator. She holds an MFA from Brooklyn College in Performance and Interactive Media. A multi-disciplinary curator and artist for the past ten years, she has recently completed a residency at the Node Center for Curatorial Arts, was co-Director/co-Curator of the INDEX Festival. She currently lives in Berlin.


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