"RoboticMusic" at the 53rd Venice Biennale 2009 in Italy
Date: from25 September, 2009 to 3 October, 2009
Place: Foyer of the Teatro alle Tese, Venice, Italy
in collaboration with IRCAM Paris
Technical assistance: iXs Research Corp.
For 5 percussionist robots
Mechanical Engineer: Alain Terrier (IRCAM)
Venice Biennale (La Biennale di Venezia):
The 5 robots play the musical instruments. These consist of Snare Drum, Bass Drum, Cymbal, Gong, and Pipe. These robots perform the percussion instruments, instead of human players. These robots are connected with a computer and are controlled by the program in a computer. These can play very complex music, which can’t be done by a human performer. These can play much faster or can play forever without any rest. This may allow creating music, which has never been able to listen in the past.
How can one coexist with a robot, and what could the relationship with human be? What are the differences between a human player and a performance of a robot? Can one of them exceed another or what is the point of disadvantage in another? These may explore how much the present technology of robot may respond to these, while we explore the difference between human gestures and robot acts for music in which the advanced intelligence is necessary. A robot can perform correctly and faster than man. Moreover, man is not possible to repeat the same pattern permanently, but a robot can do so.
Each robot resembles a part of man's body, such as an arm and a leg etc. and imitates the gesture of human's performance. These robots are controlled by a computer with a program, Max/MSP/Jitter in real time. Unlike a robot which walks himself by his two feet, or a robot which judges and pursues an object himself, and these can be flexibly changed to have various functions in order to be more advanced intelligence.
For further information:
Il Corpo del Suono
CORRIERE DELLA SERA
IL GAZZETTINO, La Nuiva, CORRIERE DEL VENETO
ilvenerdi di Repubblica
ilvnerdi di Repubblica
Suguru Goto explores the extension of the potentialities in the man-machine relation. Its performance plays on interaction between the video images representing of the virtual bodies and the real body, present on scene, which can, thanks to its BodySuit, transform these images in real-time. A puzzle is created around the differences and of the resemblances between the real and virtual body.