22
Oct
09

Multimedia…Ch. 1 response & questions

Response and questions for Chapter 1 in Multimedia: Video, Installation, Performance by Nick Kaye…

The idea of different and relative maps/measurements of time is an interesting one, and this chapter drives it home to someone like me, working in both video and performance, that there are layers and layers of information and perception that the audience can gather from any individual multimedia performance, especially one that leaves room for the viewer to have their own experience in time and measure. Some people criticize performers/artists when they provide more information that can possibly be absorbed at a time… video that is sectioned or gridded often gets this kind of criticism, at least that I have noticed in certain classes. Mutlipe imagery that forces the viewer to choose thier experience is actually supported in this text, so I find it strange that several artists I know (including self) that use this technique should be criticized for it’s imposibility to let the viewer ‘rest’ their eyes on one spot. In this heavily theoretical text, time is explained to be a medium of the early video artists and performers of Fluxus and earlier (Cage) that is bended, warped, layered and completely relative to the moment of performance or of recording or of distortion or of transmission. Wonderful. Einstein’s rejection of absolute time had a profound impact on the works of all these artists. I think I’ll probably have to try to read more about theories on time and measurement.

Questions…

1) Is anyone else reminded of the egoism of Clement Greenburg and the autonomy of art doctrine, when reading teh excerpt on Cage’s “Lecture on Nothing” in 1959 on page 48? To quote Cage in reference to works like 4’33”, “A mistake is beside the point, for once anything happens it authentically is.” Wow, and yikes. On the following page in the text we find more Cage. “Art fulfils its purpose, as the highest purpose is to have no purpose at all. This puts one in accord with nature in the manner of her operation.” This sounds like a classic argument for the autonomy of art that was happening around that time period in art… and even so, it’s a little late, no? The latter quote was taken in 1968. Were’nt we kind of done with that in art by then? Is anyone else as unsettled inside with this notion? Don’t get me wrong, I read Suzuki as well, and I practiced Zen meditation for a year and then other Buddhist mediation for 5 years after that. It’s not Cage’s philosophy of life I am questioning… it’s the idea of inserting religious dogma into art practice. Cage has always been a personal hero of mine, and now I’m thinking, strictly personal. Not art hero. No no no. Oh no.

2) I’m thinking about the Corridor Installation by Bruce Nauman, a staple in the healthy diet of artists working in video and installation. Back then, before neato software-building platforms like Max/MSP/Jitter, you had to construct things  in a very analog fashion. I am wondering, now that we can simulate some of these earlier canonical video projects (also thinking of Paik’s installation Exposition – pg. 44/45 – where viewer’s stepped on pads that short-circuited and caused the video to change) through software programming, how would this change the reading and theory behind the project? Rather than analog short-circuiting, we could simply use Max to identify the viewer’s position and alter video that way. What’s the difference in how one could read into that work of art? Does the technology change the themes behind the work? Is the insertion of an infrared sensor routed to computer software routed again to the television, fundamentally different than the use of analog circuitry that relies on the viewer to actually step on and physically short-circuit the television monitor? One is analog, one is digital. But the outcome could be visually very similar on the television monitor. Are we introducing Foucault’s panopticon discussion with the digital method? Are we engaging the viewer in more of an active relationship with time and presence by using analog?

17
Oct
09

Reaction to Ch.2 + 3 in Digital Interactive Installations

Digital Interactive Installations by Frank Blum

Firstly, you’re welcome. I decided to purchase this book/thesis because it was so inexpensive and so obviously focused on Max/MSP/Jitter, that I couldn’t go wrong. I’m sorry if it added more work and reading to your busy lives, but for those of you struggling with Max and understanding how it works in the real world (like myself), you’re welcome.

Chapter 2:

I was happy to find that the author identified two key themes in digital art today as being ‘interactivity’ and ‘interface.’ These terms are funny to me, for two reasons.

First, because they scream GAMING COMMUNITY, of which I have no relationship to (that I acknowledge) nor do I care to create games or learn of innovations in gaming. Unless of course, games can become healthy manifestations of the Self as opposed to military recruitments or violent fantasies.

Second, because artists everywhere that are fueled by the stream of dialog revolving around new media and information aesthetics are exploring the implications of adding the formal qualities of interactivity into their projects, and inevitably this leads to research on possible interfaces that one can utilise in their art to realise that very interactive nature.

It’s funny because gaming and art are creeping up at each other’s door here and several have already let themselves into the living room of the respective other, drinking beer and making a beautiful mess of the place. Just check out Plus Gallery’s current show by a Denver University MFA student, titled Gaming the Network Poetic. It’s a thesis work in a gallery setting that invokes 4 gaming consoles, interlinked and interactive with each other. Not that I’ve goen to see it, but I’ve read about it, just like many other art + gaming intersections recently. Something is on the horizon that fuses these two distinct fields, and it’s sending smoke signals.

I thought the most powerful part of this chapter was when designer and artist Masaki Fujihata was cited as saying that interfaces should be “transparent” and self-explanatory. Another gaming concept that is hard to stomach by artists, the latter of which tend to want to produce a magic show of enlightenment and sanctuary. BLAH. 

I competely agree with Fujihata, that interfaces should be transparent, accesible, and understandable by the common user. Otherwise, the point of the art is lost. If the medium truly is the message, than the f*ing message is lost if the user doesn’t even understand the medium, and moreover, the fact that they are influencing the outcome via the medium. The very knowledge of user influence on outcome needs to be a departure point for an artist to start configuring an environment of serious contemplation. Certain exceptions apply, as in any rule of thumb, such as when the intent is to allow the user to figure out their own influence and create a story based off thier own exploration and eventual discovery of such magician-like contraptions… but these contraptions are few and far between necessary. In my humble opinion, of course.

Chapter 3:

Pretty self-explanatory, this chapter was about the history and the basic structure of the programming environemnt Max/MSP/Jitter. So incredibly helpful in an overview sort of way, it allowed me to comprehend both the possibilities and the constraints of the Max environment. I particularly enjoyed the supplemental information on other softwares and programming environements, since they allowed me to direct my attention on those that will provide me the most professional output of my thesis project next semester. I am starting to think that although Max is a fabulous artistic tool, I may need other programs for my needs. Worse, I may need to learn Java or C or C++, which both frightens and annoys me, not because I don’t think I can do it but because I am slapped in the face with the fact that I probably HAVE to do it. F*. Art is supposed to be easy, RIGHT???

Questions:

1.)  Is anyone interested in exploring the possibilities of the WACOM with Max, with me?  There’s an external object for Max that supports the WACOM – it’s pressure and angle sensitivity – created by Jean-Michel Coutrier. Haven’t searched it yet, but I’d be happy to sit down with someone that’s as interested in the possibilities of putting that little monster of a tablet to work! 

2.)  In regards to vvvv, is anyone enticed to work in this program, or perhaps even Isadora, since both of these programs allow for better real-time video quality? Remember the video quality at the Karaoke event! Does that not want to make you search out better matrix realisations?? Isadora and vvvv look excellent for video artists concerned about video quality. Anyone thinking they might explore these programs further?

07
Oct
09

ADC’s – analog to digital converters

I was thinking about our problem with understanding software preferences at the Karaoke event… true, if we’d had enough time to test the patches and the analog sound environment ahead of time, we may have figured it out. In the end we realized it was a matter of max/msp/jitter software preferences with input devices, or something to that nature.

But the problem got me thinking about the nature of digital and analog signals, and how, when we start to use microcontrollers in the next few weeks and for our final projects/performances, we’ll have to understand what ADC’s do and how they work. I find the math fascinating.

When an analog signal gets converted to digital (so that we can route the digital signal to our max patches and then perhaps back out again to another analog source, in which case we’d need DAC or digital to analog converter), then there are certain equations involved in translating to binary code.

Here’s a lengthy excerpt I took from Wikipedia on ADC’s and the potential errors that can arise… quantization errors are interesting and even more relative to our potential projects ahead, are the sections on sampling rate, dither and aliasing. All these processes appear to be designed to help us attain corrections in the analog to digital conversions… and could the analog to digital conversions that our max patches were trying to sort out have had anything to do with our issues in manipulating video? I began to wonder as I read through this stuff on how ADC’s work. 

Our laptop software has to have built in converters… it’s how we can record an analog signal and then playback right from our computer speakers as an analog output, right? The storage is digital, as there is no tape. So maybe in the future we can look at the brand or type of ADCs and DACs that are built into our macs and try to see if our patches are working in tandum with them?

Am I totally off track here?

Here’s the excerpt, taken from “Analog-to-digital converters” entry…

+++++++++++++++++++

Linear ADCs

Most ADCs are of a type known as linear[1] The term linear as used here means that the range of the input values that map to each output value has a linear relationship with the output value, i.e., that the output value k is used for the range of input values from

m(k + b)

to

m(k + 1 + b),

where m and b are constants. Here b is typically 0 or −0.5. When b = 0, the ADC is referred to as mid-rise, and when b = −0.5 it is referred to as mid-tread.

[edit] Non-linear ADCs

If the probability density function of a signal being digitized is uniform, then the signal-to-noise ratio relative to the quantization noise is the best possible. Because this is often not the case, it is usual to pass the signal through its cumulative distribution function (CDF) before the quantization. This is good because the regions that are more important get quantized with a better resolution. In the dequantization process, the inverse CDF is needed.

This is the same principle behind the companders used in some tape-recorders and other communication systems, and is related to entropy maximization.

For example, a voice signal has a Laplacian distribution. This means that the region around the lowest levels, near 0, carries more information than the regions with higher amplitudes. Because of this, logarithmic ADCs are very common in voice communication systems to increase the dynamic range of the representable values while retaining fine-granular fidelity in the low-amplitude region.

An eight-bit A-law or the μ-law logarithmic ADC covers the wide dynamic range and has a high resolution in the critical low-amplitude region, that would otherwise require a 12-bit linear ADC.

[edit] Accuracy

An ADC has several sources of errors. Quantization error and (assuming the ADC is intended to be linear) non-linearity is intrinsic to any analog-to-digital conversion. There is also a so-called aperture error which is due to a clock jitter and is revealed when digitizing a time-variant signal (not a constant value).

These errors are measured in a unit called the LSB, which is an abbreviation for least significant bit. In the above example of an eight-bit ADC, an error of one LSB is 1/256 of the full signal range, or about 0.4%.

[edit] Quantization error

Main article: Quantization noise

Quantization error is due to the finite resolution of the ADC, and is an unavoidable imperfection in all types of ADC. The magnitude of the quantization error at the sampling instant is between zero and half of one LSB.

In the general case, the original signal is much larger than one LSB. When this happens, the quantization error is not correlated with the signal, and has a uniform distribution. Its RMS value is the standard deviation of this distribution, given by \scriptstyle {\frac{1}{\sqrt{12}}}\mathrm{LSB}\ \approx\ 0.289\,\mathrm{LSB}. In the eight-bit ADC example, this represents 0.113% of the full signal range.

At lower levels the quantizing error becomes dependent of the input signal, resulting in distortion. This distortion is created after the anti-aliasing filter, and if these distortions are above 1/2 the sample rate they will alias back into the audio band. In order to make the quantizing error independent of the input signal, noise with an amplitude of 1 quantization step is added to the signal. This slightly reduces signal to noise ratio, but completely eliminates the distortion. It is known as dither.

[edit] Non-linearity

All ADCs suffer from non-linearity errors caused by their physical imperfections, resulting in their output to deviate from a linear function (or some other function, in the case of a deliberately non-linear ADC) of their input. These errors can sometimes be mitigated by calibration, or prevented by testing.

Important parameters for linearity are integral non-linearity (INL) and differential non-linearity (DNL). These non-linearities reduce the dynamic range of the signals that can be digitized by the ADC, also reducing the effective resolution of the ADC.

[edit] Aperture error

Question book-new.svg

This section does not cite any references or sources. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (June 2008)

Imagine that we are digitizing a sine wave x(t) = Asin(2πf0t). Provided that the actual sampling time uncertainty due to the clock jitter is Δt, the error caused by this phenomenon can be estimated as E_{ap} \le |x'(t) \Delta t| \le 2A \pi f_0 \Delta t.

The error is zero for DC, small at low frequencies, but significant when high frequencies have high amplitudes. This effect can be ignored if it is drowned out by the quantizing error. Jitter requirements can be calculated using the following formula: \Delta t < \frac{1}{2^q \pi f_0}, where q is a number of ADC bits.

ADC
resolution
in bit
input frequency
1 Hz 44.1 kHz 192 kHz 1 MHz 10 MHz 100 MHz 1 GHz
8 1243 µs 28.2 ns 6.48 ns 1.24 ns 124 ps 12.4 ps 1.24 ps
10 311 µs 7.05 ns 1.62 ns 311 ps 31.1 ps 3.11 ps 0.31 ps
12 77.7 µs 1.76 ns 405 ps 77.7 ps 7.77 ps 0.78 ps 0.08 ps
14 19.4 µs 441 ps 101 ps 19.4 ps 1.94 ps 0.19 ps 0.02 ps
16 4.86 µs 110 ps 25.3 ps 4.86 ps 0.49 ps 0.05 ps
18 1.21 µs 27.5 ps 6.32 ps 1.21 ps 0.12 ps
20 304 ns 6.88 ps 1.58 ps 0.16 ps
24 19.0 ns 0.43 ps 0.10 ps
32 74.1 ps

This table shows, for example, that it is not worth using a precise 24-bit ADC for sound recording if there is not an ultra low jitter clock. One should consider taking this phenomenon into account before choosing an ADC.

Clock jitter is caused by phase noise.[2][3] The resolution of ADCs with a digitization bandwidth between 1 MHz and 1 GHz is limited by jitter.[4]

When sampling audio signals at 44.1 kHz, the anti-aliasing filter should have eliminated all frequencies above 22 kHz. The input frequency (in this case, 22 kHz), not the ADC clock frequency, is the determining factor with respect to jitter performance.[5]

[edit] Sampling rate

The analog signal is continuous in time and it is necessary to convert this to a flow of digital values. It is therefore required to define the rate at which new digital values are sampled from the analog signal. The rate of new values is called the sampling rate or sampling frequency of the converter.

A continuously varying bandlimited signal can be sampled (that is, the signal values at intervals of time T, the sampling time, are measured and stored) and then the original signal can be exactly reproduced from the discrete-time values by an interpolation formula. The accuracy is limited by quantization error. However, this faithful reproduction is only possible if the sampling rate is higher than twice the highest frequency of the signal. This is essentially what is embodied in the Shannon-Nyquist sampling theorem.

Since a practical ADC cannot make an instantaneous conversion, the input value must necessarily be held constant during the time that the converter performs a conversion (called the conversion time). An input circuit called a sample and hold performs this task—in most cases by using a capacitor to store the analog voltage at the input, and using an electronic switch or gate to disconnect the capacitor from the input. Many ADC integrated circuits include the sample and hold subsystem internally.

[edit] Aliasing

Main article: Aliasing

All ADCs work by sampling their input at discrete intervals of time. Their output is therefore an incomplete picture of the behaviour of the input. There is no way of knowing, by looking at the output, what the input was doing between one sampling instant and the next. If the input is known to be changing slowly compared to the sampling rate, then it can be assumed that the value of the signal between two sample instants was somewhere between the two sampled values. If, however, the input signal is changing rapidly compared to the sample rate, then this assumption is not valid.

If the digital values produced by the ADC are, at some later stage in the system, converted back to analog values by a digital to analog converter or DAC, it is desirable that the output of the DAC be a faithful representation of the original signal. If the input signal is changing much faster than the sample rate, then this will not be the case, and spurious signals called aliases will be produced at the output of the DAC. The frequency of the aliased signal is the difference between the signal frequency and the sampling rate. For example, a 2 kHz sine wave being sampled at 1.5 kHz would be reconstructed as a 500 Hz sine wave. This problem is called aliasing.

To avoid aliasing, the input to an ADC must be low-pass filtered to remove frequencies above half the sampling rate. This filter is called an anti-aliasing filter, and is essential for a practical ADC system that is applied to analog signals with higher frequency content.

Although aliasing in most systems is unwanted, it should also be noted that it can be exploited to provide simultaneous down-mixing of a band-limited high frequency signal (see undersampling and frequency mixer).

[edit] Dither

In A to D converters, performance can usually be improved using dither. This is a very small amount of random noise (white noise) which is added to the input before conversion. Its amplitude is set to be about half of the least significant bit. Its effect is to cause the state of the LSB to randomly oscillate between 0 and 1 in the presence of very low levels of input, rather than sticking at a fixed value. Rather than the signal simply getting cut off altogether at this low level (which is only being quantized to a resolution of 1 bit), it extends the effective range of signals that the A to D converter can convert, at the expense of a slight increase in noise – effectively the quantization error is diffused across a series of noise values which is far less objectionable than a hard cutoff. The result is an accurate representation of the signal over time. A suitable filter at the output of the system can thus recover this small signal variation.

An audio signal of very low level (with respect to the bit depth of the ADC) sampled without dither sounds extremely distorted and unpleasant. Without dither the low level always yields a ’1′ from the A to D. With dithering, the true level of the audio is still recorded as a series of values over time, rather than a series of separate bits at one instant in time.

A virtually identical process, also called dither or dithering, is often used when quantizing photographic images to a fewer number of bits per pixel—the image becomes noisier but to the eye looks far more realistic than the quantized image, which otherwise becomes banded. This analogous process may help to visualize the effect of dither on an analogue audio signal that is converted to digital.

Dithering is also used in integrating systems such as electricity meters. Since the values are added together, the dithering produces results that are more exact than the LSB of the analog-to-digital converter.

Note that dither can only increase the resolution of a sampler, it cannot improve the linearity, and thus accuracy does not necessarily improve.

[edit] Oversampling

Main article: oversampling

Usually, signals are sampled at the minimum rate required, for economy, with the result that the quantization noise introduced is white noise spread over the whole pass band of the converter. If a signal is sampled at a rate much higher than the Nyquist frequency and then digitally filtered to limit it to the signal bandwidth then there are 3 main advantages:

  • digital filters can have better properties (sharper rolloff, phase) than analogue filters, so a sharper anti-aliasing filter can be realised and then the signal can be downsampled giving a better result
  • a 20 bit ADC can be made to act as a 24 bit ADC with 256× oversampling
  • the signal-to-noise ratio due to quantization noise will be higher than if the whole available band had been used. With this technique, it is possible to obtain an effective resolution larger than that provided by the converter alone

 

22
Sep
09

video tracking and breathing input dresses and more!

The way that this performance works is a large part of how I want to construct my thesis. I want color to stimulate changes in audio and video, on several different people. I also want audio to stimulate audio.

If I can contact the author of the patch or at least this artist, I am going to ask them if they could send me the patch, and then I’ll post here. Or if I can just find it somewhere…

The audio output in this performance is triggered by a patch that has video input and tracking (in this case, tracking the color red)… however I have yet to figure out if it’s actually tracking or if it’s just receiving a yes/no on the red. If it were truly tracking, wouldn’t the audio output change according to either direction or speed or some other variable attached to the red?


Oh and take a look at this SCHWANKY dress!! I am highly motivated and have been for a while to build dresses for womyn that interact with their personalities, their movements, their dream content, their hopes, wishes, favorite colors, etc.  Sort of inspired by the era before Jesus Christos and the destruction of pagan rites and worshipping of the Great Goddess… I would like to help the Balance of it all and design clothing that honors a womyn’s Sacred Power and Creation Force. Her womb for fuck’s sake. It’s the Source of everything. See below for a good start to this. Breathe a little power and light from Source Above and Source Below into the body. That’s what I’m talkin’ about.

http://www.fashioningtech.com/profiles/blogs/dress-that-monitors-breathe

Here’s a sweet link that is going in the direction that I would like for my video dresses that I want to design. I want to build a dress and some evening-wear  that has video playing on it depending on your mood, your activity or inactivity and your environment (soft video panels, like flexible lcd). I want the user/wearer of the dress to be able to upload any sort of video content they would like for the evening or event. Then they can set it to play on command as they wish.

Check it out… it’s not quite what I need but it’s close…

http://www.talk2myshirt.com/blog/archives/2777

PURE JOY!!

22
Sep
09

Turning tutorial 14 patch into video mash up?

So I thought that this patch was about taking input from an external source and using it to modify video output, realtime. This was in our tutorials, number 14. Then I found out it wasn’t really for that. But, after playing around with it I figured I could try to find a way to replace the lcd window with a movie file or a jit window and then route some randomizations to the jit window (video and external output), similar to the random objects in the current patch.

Once again I am a little lost on how to load a working patch into wordpress. Will figure it out shortly so I can share. In the meantime, I found this patch on Max Object Database. Look in my list of link resources.

Picture 1

30
Aug
09

Week 1: Max Tutorials 1- 6

modified patch

first patch from tutorials that i altered with any significance

first patch from tutorials that i altered with any significance

I mostly altered the patch to the far right, where I changed the print message both on the left and right side of the max print box.

original patch

The next patch is not the first patch I have built but it’s the first to incorporate much of the max tutorials 1 – 5. I call it “blinky.”  ;)

blinky has a nice LED bike-light formation going on if you check it out, and has a scrambled message that prints correctly

blinky has a nice LED bike-light formation going on if you check it out, and has a scrambled message that prints correctly

With this patch, I was confused about why exactly the secret message ended up working, since I had expected the separate messages to print according to the metro settings of their respective buttons… but it didn’t, it simply followed the right-to-left hierarchy proceeding the bangbang adjustments.

Strange. Then are the buttons also following right-to-left? Yes, they are, but I do not see it nor understand it. The blinking then, has nothing to do with the order of bang execution. Hmmmm….

p.s. Can’t figure out how to upload the .maxpat file to wordpress yet, but I’ll update the post and add it as soon as I figure it out, if it’s possible.

18
Aug
09

Ahhh… classes back in session… let the sleepless nights begin.

Digital Interactive Installations: Programming interactive installations using the software package Max/MSP/Jitter    by Frank Blum

I ordered this today on Amazon for under $60. Take a look at the chapters on this thing. Click on the image of the front cover once you’re on Amazon and you’ll get a nice preview. Wow, I think I’m in love.




MAX/MSP/JITTER

I am a Denver-based multi-media artist working primarily in video and performance, exploring themes in online social networking, psychology, human adaptivity with technology, and personality theory. I am taking a course in max/msp/jitter at Metro State called Interactivity, Installation and Performance that is headed by the Coordinator of Digital Art at Metro State, Rebecca Dolan.

This blog is a research base for my findings and work in all endeavors regarding interactivity and performance as it pertains to my interests in wearable electronics, fashion design, digital video and the moving/mobile body.

Hope you can benefit from what I've found.

performance by Salina Gomez, May 2009

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