This project is based on the cut-up techniques used by Brion Gysin and William S. Burroughs. Burroughs gave a lecture where he discussed his and Gysin’s experiments with cut ups at the Jack Kerouac School of Disembodied Poetics in April of 1976. This piece takes that lecture and cuts it into an ever-changing variety of [...]
PSO[1] is my first composition that used the particle swarm algorithm of Kennedy and Eberhart to perform music.
This project was completed in May, 2004. Music, as an element of interactive design, shares an equal significance with color palette, typography, imagery, layout, and animation. This piece explores that relationship through the use of non-linear musical composition. Launch Tonal Clusters
Molly Z is an independent illustrator and graphic designer. For this project I did all of the programming and music. The site has since been changed, but below there is a link to the demo interface that generates music as you navigate from section to section. Launch MollyZ music interface (click the colored buttons on [...]
A version of my generative piece “Trak News Agency” was accepted to be part of the 2003 Vox Novus 60×60 concert and CD. Launch my 60×60 player
The Trak News Agency is a news-writing organization from William Burroughs’ novel “The Soft Machine.” This series was composed in February and March of 2003. Given the political climate at the time, the concept of a news-writing agency seemed only too familiar. The music heard in these works is a kind of amalgamation, reflecting many [...]
An ongoing series of experiments modeled after the tape-loop techniques used by Brian Eno. In these Flash movies I am using digital audio files and ActionScript to achieve the effects he created with analog tape loops. ENO-like: 1 @625K ENO-like: 2 @561K ENO-like: 3 @733K ENO-like: 4 @263K
“From Pac-Man to Pop Music: Interactive Audio in Games and New Media” is edited by Karen Collins and will be published by Ashgate. I contributed a chapter entitled “The Composition-Instrument: emergence, improvisation, and interaction in games and new media.”
A few words from 2004 on what I do and why. There are also a few links with musical/interactive examples. “When I started composing for interactivity it was immediately apparent that one of the medium’s greatest challenges would be the unpredictability of time. Time posed questions such as ‘when will someone click to make their [...]