modulus

iLoud – Studio Monitor Speakers Have Escaped!

Aug
02

First published in Examiner.com

By David Cox

The whole point of small speakers was to have powered amplification where you needed it

outside or in situations where you could not plug in easily. The 6X AAA battery-powered Roland Microcube and its ilk filled a niche for a while about 10 years ago, for guitarists and keyboardists, and did the job pretty well, but these were really solid mini-stage amps, scaled down for small cafes and busking, not really suitable for say DJ-ing in galleries or at a party. If you were trying to play your iPad through them, it was like using a loud-haler – not much subtlety to the highs & lows, but okay if you were ripping it like Curt Cobain. The alternative really was to bring a small hi-fi but that again is a different kind of experience, and not really a self-contained speaker as such and you’re still plugged in to that wall socket.

But now both speaker technology AND battery technology have advanced such that very powerful and very high quality speakers can be manufactured that pack a fairly hefty wallop when it comes to delivery of sound and bass response, while at the same time leaving a relatively small footprint. Studio monitor speakers, once the sole preserve of high end recording booths have escaped into the laptop bags and DJ kits of the smart device generation and have joined the plethora of hardware of peripherals that accompany the sample driven music performance world of today.

IK Multimedia, today launched iLoud®, the first portable stereo speaker designed for studio monitor quality on the go, is now available from music instrument and consumer electronics retailers worldwide. The iLoud battery-operated speakers combine superior power, pristine frequency response and amazing low end in an ultra-portable design that makes it the perfect alternative to studio speakers for music creation, composition and playback on the go.

Loud Clear and Bassy, like a Lo-Rider at Night in San Francisco’s Mission District going by Low and Slow my Brother.

The iLoud speaker is indeed very loud. In fact, it’s 2 to 3 times louder than comparable size speakers – a blasting 40W RMS of power. But iLoud is extremely clear at all volume levels thanks to an onboard DSP processor and a bi-amped 4-driver array of high efficient neodymium loudspeakers, that provide accurate, even response across the entire frequency spectrum for unbelievable realism of sound. For deep bass response iLoud’s bass-reflex allows frequencies to go down to 50hz, an amazing low end for this small enclosure.

I’ve been using the iLoud for a few days now with Netflix and DVDs and have been amazed at how much I can actually hear on these movie soundtracks that would otherwise remain hidden. I’m talking about very densely mixed films like Ip Man (both 1 and 2) and that true litmus test for all movie sound design perfectionists, Dennis Hopper’s 1988 Gang-vs-Gang-vs-Cops film Colors (play it LOUD!!). For more on why this film is so important for understanding the importance of film sound, see this excellent article by Philip Brophy.

iLoud is the ideal speaker for musicians and audiophiles who demand an accurate reproduction of a wide range of musical styles from rock, hip-hop and electronic dance music, to more nuanced and sonically demanding genres like jazz, classical and acoustic.

Portability and the types of gigs this implies.

The iLoud speaker is powered by a high-performance Li-ion rechargeable battery with smart power-management features that reduce its power consumption so that it can be used for up to 10 hours without recharging. This makes iLoud an ideal portable speaker solution for mobile musicians. I find it will fit in a backpack very easily for gigs I can prepare for of the sort previously that would have required different ways of thinking about in terms of transport. I’m thinking; playing soft electric guitar via the iPhone at the cafe table or in the backseat of a car. Or playing keyboard WITH movie soundtrack in small gallery with a dataprojector to a group of 20 visitors, but on the sidewalk or in the alleyway with the barbecue and the beer buckets.

The Real Innovation – Wired and Wireless Connectivity

iLoud supports Bluetooth operation for wireless audio streaming anywhere and everywhere from a mobile device such as an iPhone, iPad, iPod touch, Android smartphone or tablet for casual listening. For sound sources like MP3 players that do not have Bluetooth capabilities, the iLoud also has a stereo 1/8″ mini-jack input for connecting line-level devices such as home stereos, DJ gear, mixers, MP3 players, and more.

Plug and Play Convenience

iLoud also offers the ability to connect a guitar, bass or dynamic microphone directly to the speaker and process the sound with a multitude of real-time effects apps on iOS devices. It features the same circuitry as IK’s iRig – the most popular mobile interface of all time – and allows users to plug in guitars or other instruments and access AmpliTube or other audio apps on their mobile device for practicing, performing and recording. The input also accommodates dynamic microphones, making it possible to run an app like IK’s VocaLive for real-time vocal effects and recording.

I recommend the iLoud for the experience of having a well-made and truly portable RECHARGEABLE (very important) speaker that is truly studio quality with you whenever you need it. And watch “Colors” with it when you get a chance. LOUD!!

Pricing and Availability

iLoud is priced at $299.99/€239.99 (excl. tax) and is available now from the IK network of music and electronic retailers around the world.

For more information, go to:

www.ikmultimedia.com/products/iloud

For a comprehensive collection of videos that showcases iLoud’s feature set, go to:

www.ikmultimedia.com/iloud/video

Stage Guitar & Bass Multi Effect Pedals meet Smart Devices via Bluetooth

Aug
02

iRig Blueboard

When performing as Telescape, I often get up to play my guitar or bass or even my keyboard array through a series of effects pedals. These include revolving speaker emulators, tape loops, delay, reverb and chorus and the like. I have a range of traditional pedals, and even some multi-pedal boards. But what I cannot do it go in and easily modify the parameters of these effects, or add to them quickly should I need to. If I am in the middle of a gig and I decide I suddenly need say a compressor, I can’t just go out to the guitar emporium and buy one. Its not ptractical, but with contemporary smart-device driven effects solution, I can just download my effects. But then, with so many effects stored on my iPad or iPhone or whatever I’m using, how best to toggle between them as I play? How can I treat these effects as if they were ganged together like my traditional ones are by little patch cords such that I can select them one by one as I need them?

iRig® BlueBoard, a wireless MIDI pedalboard for iPhone, iPad, iPod touch and Mac, which gives guitarists, bassists, vocalists and keyboard players hands-free wireless control of mobile and Mac music apps, is now available.

Hands free – cable free

iRig BlueBoard is the first wireless MIDI pedalboard for iPhone, iPad, iPod touch and Mac that uses Bluetooth technology to transmit MIDI messages to control app and software functions and features. I can now use iRig BlueBoard to control the parameters on my favorite music making apps as well – such as stompbox effects on/off, preset patch-switching on the fly, volume or wah control, or any other MIDI controllable function. I found that the set-up is pretty much as simple as turning on the power and launching the iRig BlueBoard companion app and assigning the backlit pads to the desired control function. It works out of the box.

Unlike the old traditional pedal rigs that used 9V batteries, and kept their power to themselves or used giant AC adapters, the iRig BlueBoard uses Bluetooth 4.0 (LE – Low Energy) technology to transmit the actions of its four onboard, backlit footswitches and its two optional external devices to the mobile device or Mac. Then, using the iRig BlueBoard app (download from the App StoreSM) and software (download from the IK web site User Area), the Bluetooth signals are converted into MIDI messages and routed internally to the music app that’s running on the device.

The ultimate app control

Any music app or Mac music-software application that is MIDI compatible (the standard communication protocol for musical instruments) – such as IK’s AmpliTube, VocaLive, SampleTank, iLectric Piano, iGrand Piano – or any other Core-MIDI-compatible app like Apple’s GarageBand, can be controlled wirelessly. iRig BlueBoard is also expandable – musicians can add up to two standard additional expression pedals or footswitches via the unit’s two TRS 1/4″ expansion jacks, allowing for control of continuous rotary functions like wah effects, volume, EQ, gain control, etc.

For a guitarist or vocalist using a mobile multi-FX app like AmpliTube or VocaLive as a sound processor, iRig BlueBoard provides the foot-controlled functionality and convenience of a pedalboard, but with a form factor so compact and portable that it can easily slide into a backpack, a laptop bag or an instrument case.

Because it’s wireless, iRig BlueBoard puts musicians on stage without being tethered to their mobile device. The unit’s range is 10 meters (over 32 feet), giving players a great deal of mobility to roam the stage that would be impossible with a wired unit. Because the footswitches are backlit, they’re easy to see in all lighting conditions, even on a dark stage.

The fact that iRig BlueBoard uses wireless Bluetooth leaves all the wired ports of the device free, so they can be used simultaneously by interfaces or controllers that feature the 30-pin or Lightning connector, like IK’s iRig PRO, iRig HD, iRig MIDI or iRig KEYS, and adapters or microphones that use the device mini-jack such as iRig, iRig PRE or iRig Mic.

Ultra compact, ultra portable

iRig BlueBoard is extremely compact, light and portable, measuring only 27 cm wide x 9 cm deep (10.6″ x 3.5″) and only 2 cm (0.8″) tall. It’s extremely lightweight, but with a sturdy, stageworthy chassis and four footswitches made of soft-touch rubber and designed for durability.

iRig BlueBoard is battery powered using 4 standard AAA batteries (included), and because it uses Bluetooth Low Energy (BLE), it draws very little power giving it extremely long battery life for extended operation.

iRig BlueBoard is compatible with iPhone 5 and 4S, iPad 3rd and 4th generation, iPad Mini, and iPod touch 5th generation. For Mac, it’s compatible with any model that supports Bluetooth 4.0 / Bluetooth Low Energy, like any MacBook Air, Mac Mini, or MacBook Pro that was released after June 2012.

As with other IK’s accessories, iRig BlueBoard is manufactured in Italy in IK’s own factory for the highest quality and reliability.

Pricing and availability

iRig BlueBoard is priced at $99.99 / €79.99 MSRP (excluding taxes), and is available now from IK’s network of music and electronic retailers around the world, and from the IK online store.

For more information, please visit: www.irigblueboard.com

Use your key for the next article

Urban, Global Digital Culture Revisited

Aug
02

By David Cox

“What role does urban planning play in the development of online, multi-user environments and communities?”

The city of contemporary experience is a dense web of interconnecting fibres, cables, lines, and connections. Overlaying the physical infrastructure of institutions with their corridors, doors, alarms, offices, and telecommunications are the invisible wireless signals, satellite feeds and other unseen yet omniprescent systems of messaging in all its form.

The sea of information which surrounds us in the contemporary city is more than a mere adjunct to the physicality of buildings, streets, public squares, malls and habitats. Life is to a large extent increasingly mediated by the conditions of a global digital system of commerce and governance. Those unconnected must pay the price of an often externally imposed set of social relations, which are for the most part a sophisticated extension of the traditional social system, reliant upon a stark division of labour. Capital, and its urban manifestations have remained largely unchanged since the days of the weaving loom, steam engine and the child labour factory. Those in power will always seek to coerce others to see the world as it, through them, appears to be: an uneven and skewed office, workplace and shopfront, where freedom from drudgery and boredom always seem to be just out of reach, forever a mirage of what could be possible.

But amidst this ocean of inequality borne aloft by the surface tension of global digital technology are emerging, paralell to those deemed official by those in power, alternatives to the system as it stands. Experimenters, playful artists, and those who refuse to cede to the expected aquiescence to capital are carving new and fascinating types of media usage. These are the public media activists, the programmers, graphics people, musicians and creative libertarians who have adapted the refuse of what Guy Debord called the media Spectacle, and turned the one way glass of computers and communications into a window of social possiblity.

Behind the creative use of media is a willingness to experiment, to identify the needs of society above and beyond those of the balance sheet. So plentiful are cast-offs devices that people around the world are learning to assemble not only working machines from the bits and pieces of the flotsam of the world of business, but are connecting these machines and making them available to those who genuinely need them for literacy, and communications, learning and social development. The Raspberry Pi computer, available for $25 can do as much as a Pentium could ten years ago, and more.

Thus new cities are being constructed alongside those of the traditional social systems of the past. For what is a building and a street but a technological method for the cultivation of civic life, with all that goes with it. Computers only require the physical space, electricity and communications links which enable them to be turned on, and used. A cast off machine can hide under a counter in a space no bigger than a drawer, and yet serve web pages, software and material with the entire world. A refurbished laptop can run alone, in a back room or a hidden place and act as the rallying point for a global movement!

The collision of physicality and virtuality in the urban mileu thus gives rise to new types of architecture – that of the hybrid city. The hybrid city is the blend of city space with the imagined spaces of the mind and minds of those connected via networks and software. As the late William J Mitchell in “City of Bits” once observed, the arrival of Automatic Telling Machines eventually gave rise to the gradual collapse of the very idea of the bank – a large building in a city which holds money and keeps it for people.

Money itself assisted in the collapse of the local bank by becoming increasingly unattached to its real world referents – cash, cheques etc. It was the networks rather than the automatic machines at the end of them which people use, hence a ‘bank’ can be anywhere connected to the banking network. Decentralised, dephysicalised, and cut adrift from the domain of urban fixity, banks now largely operate as token ‘end points’ on the global system of the circulation of capital which as McKenzie Wark dryle noted “like rust, never sleeps”.

In rural Australia in the mid 1990s, the collapse of the bank branch had serious effects on the makup and nature of life in small towns and provincial cities. People who had never needed to understand, use or deal with electronic systems of banking had relied upon knowing the teller behind the counter, and were quite happy with the pre-digital system of paper, pens, cash and other physical processes. For one thing, visiting the bank might have been the central purpose for a lengthy trip to an urban space, which would have also been the opportunity to perform other errands and tasks. When the banks went digital in outback Australia, locals know that the writing is on the wall for the town as a whole. Where the networks supplant the buildings, ghosts towns of isolation take their place.

But if networks and computers are ‘obsoleting’ cities as we once knew them, might there be opportunities for networks and computers to create meaningful cities in their place? Where computers and networks proliferate, very often so do economic and social and cultural systems. Could it be that it actually does not matter if the networks support commerce or not? Simply enabling people to connect, and to view connection itself as the basis for participation in hybrid urban life fulfills the promise of digital communications as a kind of global adhesive.

As computers proliferate, there is also emerging a kind of global culture of connectivity such that non government organisations, human rights groups, and other non-profit, people based institutions can fill the void which money, vacuum like robs from the social and civic life of cities. Cities are altering to reflect these emerging alterations to the fabric of urban experience.

It is entirely possible, because of the widespread influence of computer networks for those not connected to worldwide money making for people to take the cast-offs from businesses and put them to more social uses. Many companies are happy for people to take obsolete machines off their hands. Some charity groups have emerged around the world who refurbish old machines and pass them on at little or no cost to those who need them. Firms are often quite willing to contribute to social programs in exchange for publicity, always the currency in a media dominated world.

Anything from old cameras, laptops and networking hardware can find their way into the hands of those who ask for them, the primary motivator being the desire to see the unconnected join the global agora that is the internet. It is the process of asking which is the key. An understanding of the organic nature of city life can give the media activist a sense of contributing to new types of uses for urban culture – simply adapting what is around to the needs of the population can alter the nature and appearance of the city for the activist as much as the multinational.

Media culture is largely a one-way mainstream juggernaut, whose tentacles spread to all corners of the globe. Cable television, satellite news, and giant telecommunications firms have succeeded in making the world itself a kind of configured ‘desktop’ where filtered information and ideas relevant to the most powerful countries are the only ones allowed through. But with every branch office, and with every commercial spinnoff which accompany the global spread of media hegemony come the trickle down bits of hardware, software and the skills which are required to use them.

 

All-in-one MIDI & audio interface for iPhone, iPad, & Mac released – the iRig Pro

Aug
02

Screen Shot 2016-08-02 at 1.39.28 AM

The author pictured with product.

 

First published in Examiner.com

IK Multimedia announces iRig PRO,

the “all in one” universal audio/MIDI interface for iPhone, iPad, iPod touch and Mac

By David Cox

IK Multimedia, iRig Pro

iRig PRO allows professional recording musicians to connect

microphones, guitars, line instruments or MIDI devices on the go

I recorded a song with iRig PRO with my iPad using Garageband. I chose a genre that in its day connoted a kind of ‘confidence of the street’. I called the song ‘Bending & Shutting Em’. For the job I used IK Multimedia’s new iRig PRO interface, which works exactly like a standard interface device for keyboard, microphone, guitar input etc, such as those put out by M-Audio and other famous brand names. The difference is that it is small. Very small. Small enough to put in your pocket. It is powered by its own 9V battery, and has inputs for phono and XLR mic, as well as adapter cables for MIDI via the connectors for iPhone/iPad, and the newer Lightening cables.

I used the MIDI attachment first; from my trusty Midiman keyboard (pictured) to the iRig pro via the multi-pin MIDI cable to the iPad. I used a Hammond-y organ sound with Leslie revolving speaker for the first track. Next came the real moment of truth. An actual organic, unbalanced unamplified 1991 MIM Fender stratocaster going directly in. I used one of the amps built into Garage band – the clean amp sound with a hint of tremolo and I admit I was very surprised how the LED indicator on the iRig pro kept its own around the orange level and never peaked. It seemed to ‘know’ to stay at the right level, with the gain knob on the device set to about 1 o’clock.

Next came the bass line. Again, usually going directly in with a bass guitar to any electronic device can be asking for disaster, but the iRig PRO did its job once again and held the levels true, with the same settings I’d used for the strat. Very nice.

The final track can be heard here:

Takeaways:

The pocket-sized, battery-powered and fully portable, iRig PRO is designed to give mobile musicians and songwriters an interface that can handle the widest variety of audio input signals, so they can create music and audio on the go anywhere, any time.

iRig PRO accepts virtually every type of audio and MIDI input, making it the most versatile compact interface on the market. Users can plug in a dynamic or condenser microphone; a guitar, bass or other Hi-Z instrument; or any line-level source.

Additionally, iRig PRO is equipped with a MIDI input for keyboards, pads and controllers, making it a truly universal compact interface for recording and composing on the go or in the studio. Its audio and MIDI inputs can be used simultaneously, for example, to control guitar or vocal software with MIDI foot controllers or pedals, for switching presets or controlling effects levels.

Plus, iRig PRO comes with a suite of IK’s best music-creation apps like AmpliTube, VocaLive, SampleTank, iGrand and iRig Recorder, and is compatible with most audio and MIDI processing apps for the mobile musician. Mac users will also enjoy the inclusion of premium software with iRig PRO, like AmpliTube, T-RackS and SampleTank, and will appreciate the unit’s compatibility with any type of music-creation software.

Universal Inputs

iRig PRO features a high-quality 1/4″-XLR combo input connector for connection with standard XLR cables, 1/4″ mono line or instrument signal cables, and a switchable 48V phantom power supply for use with studio condenser microphones. It has an ultra-low-noise, high-definition microphone-and-instrument preamp; a high-quality 24-bit A/D converter; a preamp gain control; plus LED indicators for device status, MIDI, phantom power and signal level.

iRig PRO is powered by the iPhone, iPad or iPod touch, or USB, when used with instruments or a dynamic microphone. A 9V battery (included) provides phantom power to compatible microphones. iRig PRO also features a standard MIDI input for connection of MIDI devices like drum machines, controllers and MIDI keyboards.

Universal Compatibility

iRig PRO comes with three detachable cables, compatible with Lightning, 30-pin and USB connectors, respectively, allowing for digital connection to every model of iPhone, iPod touch, iPad and Mac, out of the box, with no need for adapters. A MIDI cable with a standard MIDI jack is also provided to connect the widest variety of MIDI-compatible keyboards and controllers.

iRig PRO is class compliant and compatible with Core Audio and Core MIDI, so it can be used with any audio and MIDI processing apps for iOS and Mac OS, for true plug-and-play performance without additional hardware/software.

Universal Apps and Software Included

For iPhone and iPad users, iRig PRO comes with a suite of IK Multimedia’s most popular apps for mobile music creation on iPhone, iPad and iPod touch, including AmpliTube FREE (the #1 app for guitar players) for guitarists and bass players, VocaLive FREE for singers, SampleTank FREE and iGrand Piano FREE for keyboard players and iRig Recorder FREE for recording engineers.

Plus, all these apps work together with Audiobus integration, offering a truly complete set-up for making any type of music. Additionally, exclusive AmpliTube gear and SampleTank sounds are available as free add-ons for iRig PRO users.

For Mac users, iRig PRO includes AmpliTube Custom Shop, the industry standard guitar-and-bass processing software; a free version of AmpliTube Metal; T-RackS Custom Shop, the mixing-and-mastering effect suite with a free version of T-RackS Classic; and SampleTank XT, a sound workstation that includes over 1GB of sounds. All these software titles are available both as plug-ins for the most popular digital audio workstations (including GarageBand), or as standalone applications for immediate plug and play.

Features

  • Balanced input for a mic-, line-level, or Hi-Z source, via XLR/1/4″ combo jack connector
  • Preamp gain control
  • High-quality mic and instrument preamp, low noise, high definition
  • High-quality A/D conversion
  • MIDI IN, compatible with iRig MIDI cables
  • +48V phantom power provided by included 9V battery
  • Sturdy, durable construction
  • Powered by mobile device or USB when plugged into Mac
  • 30-pin, Lightning, USB, and MIDI cables included
  • Comes with complete suite of music-making software and apps:
  • For Mac: AmpliTube Metal, T-RackS CS Classic mastering suite, SampleTank XT sound workstation
  • For iOS: AmpliTube FREE for iOS (including Metal W amp, Metal 150 amp, Wharmonator stomp, X-Flanger stomp after registration); SampleTank FREE, a sonic workstation with 48 additional exclusive sounds (after registration); iGrand Piano FREE (includes Grand Piano 1 with Upright Piano 1 and Rock Grand 1 available after registering the app and hardware, respectively). And with the FREE iGrand Piano app, registering your iRig PRO instantly removes the 4-octave range limitation giving you access to all 88-notes of the instrument as in the full version.

Pricing and Availability

iRig PRO will ship in September from music and consumer electronics retailers worldwide for $149.99/€119.99 (exc. taxes). iRig PRO can now be ordered from the IK Online Store and select retailers.

For more information on iRig PRO, please visit:

www.ikmultimedia.com/irigpro

Finally – Super Clean Guitar & Bass on the iPhone, iPad or Mac with the IK Multimedia iRig HD Interface

Aug
02

Screen Shot 2016-08-02 at 1.36.34 AM

By David Cox

First published in Examiner.com

If you were a musician wanting to record multi-track in the 1980s, you needed to buy a 4 track cassette recorder. Costing hundreds, these well made but delicate devices made by companies like Fostex, Tascam were the only way really to get one track to play alongside another for a demo song or some other mult-track situation. More recently the smart device that you carry around at all times has made all that a thing of the past, but the problem of getting an analog signal INTO the device is still an issue.

Music interfaces have gone through a lot of changes over the past 10 years. In the area of smart devices, the challenge has always been one of delivering a lag free, interference free signal to the processor without distortion. Guitar signals and bass signals are analog and as such are prone to fluctuation in signal strength.

To compensate for unamplified guitar signals, users often ramp up the gain, which is fine, but often results in distortion. IK Multimedia’s HD iRig has virtually eliminated this issue. iRig HD is the first 24-bit audio interface that fits in your pocket and connects directly to your Lightning, 30-pin and USB devices and connects to iPhone, iPod touch, iPad or Mac.

iRig HD features superior digital audio quality, and offers a premium 24-bit A/D converter for a sharp digital signal. It is self powered, and an onboard gain control allows you to dial in the best signal level for your instrument and apps, and a multicolor LED lets you monitor the interface and signal.

iRig HD is compatible with the range of IK AmpliTube apps (the #1 app for guitar players) including AmpliTube Fender®, AmpliTube Slash and AmpliTube Jimi Hendrix™, as well as any other real-time processing apps, such as Apple GarageBand, which support digital audio. Use the iRig HD anywhere you play guitar – on the go, in the studio or on your Mac at home.

iRig HD at a glance:

  • High-quality instrument-level 1/4” Hi-Z input jack
  • Detachable cables for Lightning, 30-pin and USB connector compatibility
  • Preamp gain control
  • High-quality low-noise, high-definition preamp
  • High-quality 24-bit A/D conversion
  • 44.1 and 48 kHz sampling rate
  • Powered by the iOS device or USB
  • Connect electric guitar and bass
  • Also works with line level signals from synthesizers, keyboards and mixers
  • Ultra-compact and lightweight
  • Comes with AmpliTube FREE apps (free download on App Store)
  • Comes with 4 exclusive gear models, never before available for iOS, which are unlocked in AmpliTube (v. 3.0 required) after the first time you connect iRig HD. The models include Metal W & Metal 150 (amps), and Wharmonator & X-Flanger (stompboxes)
  • Free AmpliTube Custom Shop software (download from IK site) and free download of AmpliTube Metal collection for Mac users

FROM IK MULTIMEDIA’s PRESS RELEASE:

iRig HD – plug in and play

No matter where you are, iRig HD delivers pure high-quality digital input signal. It features a 24-bit A/D ultra-transparent converter that accurately preserves the nuances of your instrument. This means you can rock out on your iPhone, iPad, iPad mini, or Mac laptop or desktop computer, with studio quality sound. iRig HD features a standard 1/4″ Hi-Z instrument input jack, and connects to your iOS device with the included 30-pin cable or the included Lightning cable.

One interface – everywhere you play

The beauty of the iRig HD is that it works everywhere you do. It also comes with a handy USB cable and is class compliant, so you can plug right in to your laptop or desktop Mac computer and keep jamming. Start a project on your iPad, finish it on your Mac with the same great tone: Brilliant.

Website

The History of Signage – an Essay on Signage Written in 1998

Aug
02

By David Cox

The essay was suggested by the head of the Media Lab, Prof. William J. Mitchell.

==========================================================

3D “Augmented Reality” Signage Experiments at MIT Media Lab in 1998

Signage: a Historical perspective

By David Cox, Visiting Scholar, Media Lab, MIT March, April and May 1998.

Chapter One:

The New Abstraction

As we move into an increasingly digitally mediated society, the continued overlap of daily life with the presence and use of daily media has resulted in a type of new abstraction Just as with the arrival of the industrial revolution, new ways of thinking about the world accompany The giant leaps in contemporary, largely information based cultural and technical innovation. The era ofsteam and early electricity ushered in whole new paradigms for interpreting and representing the world ­ cubism, dadaism, and other avant guard art movements works were characterized by a new fragmentary disjointed fractured view of the world, where the process of interpreting the scene was itself as much a subject of the work as mere depiction.

With the pictorial representation of space in traditional terms of perspective handled largely by the recent innovation of photography, painters felt that the role of art was now to seek to encapsulate the spirit of the times rather than serve the narrow requirements of visual depiction. These changes in attitude were symptomatic of the times, and by the early 1900s with the arrival of new types of mechanized warfare and destruction, a bitterness and resentment fuelled innovation in both The arts and sciences coupled with moral outrage at the scale of wars fought between the new nation states. In the scientific world, The discovery of radium, the invention of heavier than air craft, the development of processes for mass production and so on occurred in a period of just under twenty years. The rapid speed of development had profound effects on those it affected.

In a sense, abstraction and the deliberate attempts to integrate the visual arts with the agendas of party politics, and social protest accompanied the developments in the scientific realm of such ideas as the theory of relativity. Itself something of an abstraction, Einstein’s famous theory revolved around a view of the universe in which point of view and perception were very much built into the equation. This radical new sensibility arrived in the late 1800s whose effect left no field of human endeavor untouched.

Abstraction and the deliberate attempt to incorporate the process of perception itself in the creation and development of new ideas became modernism’s visual and scientific hallmark. The cubist approach to the visual arts for example sought to engage the process of seeing itself as part of the visual message of a painting or collages construction.

Today the digital revolution is reaching a new peak ­ the rate of growth of the Internet and the development of computers which are characterized by miniaturization, portability, personalisability and ubiquity are having profound effects once again on the way people view themselves and the world around them.

In the field of entertainment for example, the linear, direct ‘one to many’ paradigm of broadcast media like television and radio are now accompanied by the Internet. The proliferation of new types of media forms ­ such as liquid crystal display screens cheap and small enough to be placed inside bus stops in major cities.

Signage and symbols dot the landscape of our cities, many of them electronic, programmable and instantly updateable with news, information, data and advertising. This plethora of electronically mediated urban signage is gradually affecting the role and function of architecture itself ­ as buildings morph into signage

Las Vegas becomes the prototypical model for cities across the world whose faade and signage then turn the buildings into vast displays and indeed in some cases such as Las Vegas, the entire city into one big sign.

Play and Immersion

Video games occupy children in many cases more than any other aspect of life. These self contained virtual worlds come complete with their own rules and “,”0”

“Signs and 2 characters, tasks and goals, where the mind and the body can engage directly with imaginary creatures in dazzling and inviting settings. The level of engagement itself is an index of the success of these games ­ here game-play as it is known – is the abstraction. The actual process of playing the game is really that game’s ‘content’ rather than the audio visual elements which make up its animations, its underlying code and so on.

With the development of such innovations as the wearable computer, untethered and unrestricted computer use can now accompany the various functions of daily life. As a result, new design ideas are required which take into account the notion of such unbound pedestrian and vehicular image and sound use. The new abstraction is augmenting our daily views and visions of the landscape, and adding to the experience of daily life such innovations as dynamic and personalisable media shapes and signs, which change in ways pertinent to our feelings and our physical rate of motion and locale. Movies in this way have leaped off the screen and into our everyday field of view.

What might cities of tomorrow be like, where the population is able to augment their own private additions to the city? One person’s view of the city might make today’s Times Square look mild and restrained ­ an orgy of dazzling signage might be accompanied by the loudest contemporary music available. Others may wish to augment the city with digital tags which via the head mounted display glasses, label buildings, trees and vehicles in such a way as to make them more of interest to that person.

A Japanese visitor to America might have the signage automatically translated for her. A historian might be able to view the city as it appeared decades or centuries prior by means of superimposed 3D graphics overlay, the whole time hearing testimony from people discussing memories about the specific place the person is standing or moving through. The hand held position sensitive device used by many museum patrons to enable them to hear a commentary about the picture they are looking at is a form of wearable computing which already exists.

The new abstraction thus takes the cubist notion of depicting (or trying to depict) the actual process of perception of the world and makes it a lived, augmented particularly late 20th Century experience. By embedding tiny cheap computers into every relevant architectural, urban or corporeal surface and then by connecting each via a network to the internet (or whatever system follows it), a piece of human interaction with a machine need no longer be impersonal. Each device will know something about its user and as such be able to intelligently determine that person’s specific needs.

When societies as a whole are immersed in such a wired world, where every machine and every person can communicate freely, what will happen to the social consensus? Will people become more alienated, less alienated? Will social and class distinctions be affected? If so how? If not why not?

Investigating in my recent research at RMIT and MIT the broad subject of the Electronically Mediated Urb (or city) I have chosen to specialize in what makes the experience of urban life unique to the times we live in. This is indeed a new and strange world where people drift around and within intelligent buildings and where appliances and people and clothes can communicate and converse with each other. In this ever increasingly alienating and yet somehow simulateously immensely community building process across countries, peoples and cultures translate into the experience of everyday life?

How it translates into Masters Program work at MIT Media Lab for 1999.

It is to this end that I hope to continue the work I have been currently undertaking in my brief visit to the Media Lab in the field of 3D signage design, where this signage has been organized to be considered part of a whole design principle. This design principle seeks to enable simple shapes and objects to be authored and built by users according to their specific needs and uses, which as most people would agree would vary wildly.

In addition, with my experience as a motion picture film maker and videogame designer, I plan to further investigate the ways in which notions of urban space and architecture find expression in the idea of game play in electronic entertainment forms. Characterized by immersion in and movement through electronic spaces, games which place the player in worlds with complete self contained cosmologies offer a basis for useful research. Particularly of interest is the potential in developing theories of the new abstraction as they might apply to entertainment forms which to some extent borrow culturally and thematically from each other. Computer entertainment forms often parallel linear media forms such as film, video and print. The game hit “Doom” for example makes many hip and knowing references to such films as the “Texas Chain Saw Massacre”, and “Alien”. Film also now borrows heavily from the world of video games ­ such as the Terminator series which engage the viewer in complex chase sequences whose settings and pace and type of onscreen activity bear striking resemblance to side scrolling platform video games.

In the video game and the physical space alike, signs and symbols mediate passage through the environment. In computer games however often the sign to a place and the place itself are the same thing. This is true on the world wide web where a link to a site is embedded so to speak in the marked up Piece of screen text which forms that link. Video game “pick ups”, “spells”, and “tools” are usually small elements which appear periodically as a reward for game performance or as elements to help the player in her quest through the game space.

Such ‘sprites’ (the generic term for such dynamic game elements) which govern a person’s passage through a game environment are in an of themselves somewhat sign like. By engaging with these active elements in a game’s progress, a game player’s sense of achievment is reinforced. For example in many games, progress to another level or access to a secret area holding much needed ‘pick ups’ is made possible by

performing a series of activities or gestures in a certain sequence. This type of game play design could easily be combined with wearable computers in a digitally tagged environment such that by say opening a real kitchen fridge door, then the microwave door and then turning on the toaster, this sequence could then trigger a new process ­ such as turning on the television or dialing a phone number.

By utilizing such paradigms in the development of signage for augmented reality

Chapter 2

The Origins of Signage

In the beginning a sign was made by applying material on a surface. Illuminated by fire or by the sun or the sun’s light reflected off the moon, a painted or inscribed image on a wall of say a prehistoric cave could perform a range of functions. Many were probably ritualistic and ceremonial, others perhaps more closely associated with the social dynamics of very early tribal life. Structural symbolic ritualistic installations like Stonehenge, the Egyptian pyramids, and Easter Island’s rather cryptic massive carved stone heads to this day act as signs whose message, is powerful if to some extent only semi decipherable.

The Functions of Signs

A sign or painted image could chronicle significant or important events of a hunter gatherer society for the benefit of members of a tribe and hence be informative. An sign could warn ­ demonstrating, perhaps through clever use of a pattern or sequence of one image in front of another of say, the environmental danger associated with hunting. Signs could also entertain ­ providing a community with amusement and in doing so simultaneously a shared sense of identity and group membership. A sign, particularly in the context of a group’s shared social and cultural values could regulate ­ citing or reinforcing or simply reminding a person of a given law in written and or pictorial form. As such the regulatory sign could symbolically represent the broader value system of the community. An instructional sign ­ perhaps in being also directional ­ that is literally showing the way could also however in its placement and relationship to other aspects of the environment distil and pictorially abstract shared notions of propriety, territory and so on.

Signs can be divided into these main categories: directional/informative, regulatory, ceremonial, warning, and entertainment. The modes of display can be wide and varied ­ from applied to inscription, from projection and structural, to both electric and electronic. Signs are everywhere and the nature and type of signage in society is, with the advent and rapid development of computerised image making, about to get a lot more complex and interesting.

The simple painted or engraved or embedded sign or marking made by humans on surfaces performed functions associated with the needs and values and behaviors of people grouped as communities. Signs enabled populations to share ideas and knowledge. In communicating important or pertinent information and experience, signs from their very inception helped design, define and shape the function of shared space.

Fire and Smoke

Signs have always utilized various phenomena of the natural world ­ smoke signals for example took advantage of the fact that burning material gives off gases visible from long distances. Fire itself can be Shaped to form pictorial or text based signs. In simply burning ­ a candle can become a simple signal Visible from a long distance away whose impart can be a warning, or other message. In any case a sign’s meaning must be understood by sender and reciever in advance to be considered a sign.

Reflection

A reflective surface turned into a medium for reflecting light converts sunlight into a sign in the form of a bright directional reflected beam, suitable for warning or announcing one’s presence. The cat’s eyes in the middle of the highway perform an ideal role as directional guides for the night driver.

Shadows

A sundial; even of the simplest stick in the ground variety is a kind of dynamic sign system which converts the passage of the earth around the sun into a meaningful and informative sign. Shadows also define The appearance of inscribed imagery carved into a surface ­ the passage of the sun over time adds drama to the content and appearance of a sign which utilizes shadow in climates where sunsets are long and drawn out. Many ancient Egyptian and Mayan architectural forms relied upon shadows as a way of defining the structural layout of solar calandars. These elaborate and beautiful sites integrated mathematics, religion and ritual in symbolic structural forms whose meaning relied entirely on the prescence of solar shadow.

Wind

Flags and banners have often relied upon wind and air currents to convey in part their messages. Kites in China for example have been used as media ­ to warn of invasion, or announce important events. Ritualistic objects like wind chimes, wind driven prayer wheels, and ceremonial smoke and flags also as signage rely upon the wind as means to convey content.

Flags

The relatively recent medium of semaphore relies upon the gestural activity of a group of people who share codes about the position and duration of positions held of flags held at arms length ­ developed for nautical communication in the days prior to radio and telegraphy, Semaphore was the mode du employ of shipping for generations. As a form of dynamic signage ­ the changing position and duration of the flags could be built into a syntax ­ a system of codes which could be shared by different countries for the purposes of nautical communication.

Simple flags on their own however have always been associated with profound ideas of real or imagined territoriality ­ a national flag is a nation’s international symbol ­ in some countries the image is so profound in and of itself as to have built around it a dizzying array of laws which protect it ­ physically and by extension symbolically ­ from attack. This is often the case with republics, whose political structure is defined in theory at least by public concensus, if in reality most often by government and industrial might.

Airborne Signage

Airborne skywriting signage popularised at elections and public events converts the aerial dynamic passage of aircraft into emblems which can be read by many people. A variant on the smoke signal, a sky-written sign in utilizing the technology of heavier than air transport can be read by many people simultaneously but suffers the disadvantage of being ephemeral ­ the wind blows the message away with time. Recent variations on skywriting have employed computer technology to turn the wings of a plane into a ‘dot matrix’ printer where the sign is made up of an array of smoke “dots”. This method obviates the need to physically turn the plane into a kind of aerial ‘pen’ or stylus which must be piloted directionally to ‘write’ the sign in the sky. Another variation on aeroplane signage is the aerial banner ­ pulled behind an aircraft, trailing across a usually well populated city below.

Fireworks, rockets and pyrotechnics can be used as simple signals and are often converted to form signs ­ the famous fireworks suite by Bach was written to be performed to a fireworks display which would often finale with a representational sign made up of burning fireworks. Though expensive and ephemeral ­ a Sign made up of fireworks is sometimes used at large scale public events, and rock concerts.

During wartime, the psychological effect of spotlights, airborne lights, flares and air dropped paper leaflets represent signage which in using the sky as its medium can coerce a population to surrender or mobile another population to follow a leader to war. The famous vertical corridor of spotlights designed by Nazi propaganda chief Goebbels for the Nuremberg rally in 1939 is a good example of one medium being used in a new symbolic context ­ light as both sign and architecture in the service of mass hypnosis.

Mass Signage

At Olympic games ceremonies such as the one held in Beijing in 1984 thousands of trained participants held up signs whose message were formed by the careful co-ordination of these surfaces in different orientations. By effectively turning the crowd into the automatic system for one giant sign, the real message was perhaps the coercive nature of the host country’s system of government more than anything the giant sign actually conveyed as its content.

When a crowd carries banners in a public demonstration ­ the individual hand held signage is designed to convey in short and simple terms the demands or concerns of that gathering. A demonstration is a public display of numbers ­ and so the duplication of individual signs in that crowd buttresses the overall message of the crowd ­ by repeating it in theme or in subject matter but also in the simple fact of being duplicated in public en masse.

Graffiti

Graffiti, as old as history itself is characterized by its ephemeral nature and its territoriality. Whether the anonymous scrawlings of a lonely public toilet user, or the impassioned spray-painted slogan of a self styled revolutionary, public and private walls once graffiti-laden signal as much about the status of their author in relation to the graffiti-ed space as they do via the content of the message itself. Humans need to leave marks on surfaces and the primal territoriality of most graffito is often an index of the nature of the urban space in which it takes place ­ and it almost usually is urban space. Graffiti is most often associated with urban space as cities afford anonymity as well as an abundance of surfaces which the graffiti-st can be confident will be passed by his fellow citizens.

With the arrival of systematized urban electricity, signage began to couple itself with the demands of mass production. Advertising and signage of every description accompanied the expansion of cities whose rate of development, scale and breadth left no one untouched. Signs became part of the conversation between Architectural forms, urban spaces and the people who en masse, traversed these dazzling environments on a daily basis. As the painting and collage work of the cubists and the futurists demonstrates, life in early 20th Century cities was mediated by a plethora of signage whose pervasive ubiquity was literally dizzying.

With the growth of industrialized urban space entirely new and previously unimagined modes of transport were developed to handle the ever increasing number of pedestrians, and commuters. For the first time city dwellers were able to traverse distances which would have been unthinkable merely decades prior. Signage was rapidly evolved to find positions along the routes themselves into the interiors of these new modes of transport – trains ­ subways, trams, cable cars, elevators and so on.

The communications technology of the telegraph made the railroad possible. The railroad was the primary basis for the modernization of regions previously untouched by the industrial world. With telegraphy and later telephony connecting cities, signs required to be seen at different speeds, distances and from different modes of transport. The railroad and roadside billboard evolved. Alongside the new industry of commercial advertising signage, fashionable pseudo scientific methods based on Taylorist, rationalist ‘time and motion’ studies were utilized to determine the placement and regularity of signs throughout the city.

Chapter 3

Cities and Signage.

Cities are not just buildings, roads and signs any more. They are vibrant, energetic spectacular display devices in their own right ­ which show text and animation on the outside, and on the inside can interpret a person’s movement and needs and so on.

The Renaissance

With the arrival of the Renaissance, itself the offspring of a revolution in shipping and navigation signs served as an adjunct of new societies whose wealth and privilege stemmed from a new secular consideration of the world as a kind of global store house. Signage reflected in the heraldry and banners of mediaeval society by contrast reinforced and buttressed notions of family based, land oriented power, itself the result of the conquest and control of economic and physical space. With the arrival of the Renaissance, the new economies based around Florence, Venice and Sienna dedicated themselves to the mastery (in symbolic terms at the very least) of space itself.

Star Signs

Advances in technology had made the conception of the world as a complex system of inter related elements possible. The heavens themselves were thought to be the “signs” of the gods ­ for generations stars and constellations were thought to be direct symbols of the workings of supreme beings. The horoscope and its accompanying ‘signs of the Zodiac’ were thought to show the heavens as a system of signs based on animals ­ where by connecting the points of the brightest stars one could create simple imaginary line drawings of recognizable creatures and objects. This effectively turned the night sky for the seafarer and land wanderer alike into a giant nocturnal directional navigation aid. With the sun as a guide for navigation no longer available, elaborate systems evolved over time to harness the symbolic potential of the stars above. With the discoveries of Copernicus and Galileo, the true nature of the night sky gradually came into focus, with for the latter scholar, wholly unforeseen political consequences. For merely offering a differing point of view of the nature of the world in relation The world was now something to be measured, understood and scientifically defined. Artistic inquiry and scientific endeavor were locked together in mutually supportive spirit of inquiry.

Signage began to reflect these rapid changes. Maps and cartography in the 1600s became an industry ­ as the thirst for information which could lead to distant riches became the subject of bitter dispute between nations. Signs and symbols whose messages were deliberately confused and encrypted by elaborate processes heralded the arrival of information war ­ the world of industrial and political espionage.

The notion of perspective evolved whereby the viewpoint of a single person surveying the world before him could be formalized into a means to depict the world. The development of telescopes, precision lenses. optics, and advances in shipping and trade all stemmed from entirely new approaches to an understanding of space, the world, and the relationship of these things to the individual.

Renaissance man prided himself on having unshackled the world from ignorance, darkness and mystery, and although the church presided over matters of state and wielded immense influence (able to enforce legally its political control of the new nation states) its days of uncontested authority were coming to a close.

The triumph of technology, mathematics, art and industrially sponsored commercial and cultural endeavor resulted in the gradual replacement (in the western world at least) of agriculture with navigation, and shipping and global trade. The signage of the Renaissance and the worlds it sought to conquer and subordinate, including the New World of America was that of the merchant ship’s banner, the nation state’s flag, and the various signs and symbols of the cultural, religious and technological means the new nations used to signify and enforce their new position. These included the cross ­ the powerful sign of the Christian church, but which worked much more effectively as pure political symbol of the Roman Catholic Church.

Other archetypal Renaissance signs were perhaps the heraldry and emblems of the powerful families, the trade marks of the new guilds on an ever increasing range of manufactured and semi manufactured goods. Currency itself had long been a form of exchangeable signage, bearing evidence on coins and tokens of their maker’s political and economic largesse. To this day, methods of payment and forms of currency are powerful symbolic referents to the host country’s or host personality’s international standing and reputation. Electronic currency is this eras abstracted variant on the bead, the salt bag and printed

Piece of paper with the king or president’s picture on it. Nation states and currency are often completely intertwined as are economies with the power and reach of the country minting the currency. In this way, money has always been literally and symbolically a form of signage of commercial and cultural value. Nicholas Negroponte’s idea of the worldwide electronic currency form ­ the ‘globo’ seeks to sweep aside the cultural and political boundaries which currently obscure in his view the free exchange of trade. But in a world where national boundaries and geopolitics are very real barriers to most countries equal andactive participation in global change ­ an Esperanto of money will do little to affect the relative worth and value of a poor country’s economy in relation to a powerful one’s no matter what you name the new electronic form of currency. Bits may fly free, but generally only between countries and economies and organizations and individuals wired enough to participate. Signs have always had different meanings in different countries.

Spices and herbs at one time were considered to be of immense intrinsic value (cloves were thought to cure the Plaugue) and fortunes were spent in attempting to unlock the secret of longitude ­ the means to locate one’s position in the world in relation to the poles (as opposed to the equator). There was a new interest in the workings of the body and Leonardo da Vinci for example developed a comprehensive system of signs and symbols associated with warfare, tactics and strategy.

Medieval signage had been perhaps best typified by the ubiquitous symbol of land based familial power, the heraldic banner. Hung in strategic positions to this day in parts of the British Isles such as Balmoral in Scotland where local shops bear such medieval signs as small but very ornate carved and painted wooden storefront shields to demonstrate, if only to each other the fact that royal patronage And the very idea of monarchy itself is very much in place.

Economic growth and new paradigms of signage have always developed alongside each other. Over time the relation of people to the environment around them changed. Cities grew, communications systems spread across urban space and architecture alike. The modern city was a fundamentally new type of environment compared to the large town and agrarian village of the pre-industrial era. With steel manufacturing, large scale shipping and mass production, signage was called upon to perform an ever increasing range of roles in tandem with the ever changing form and nature of society. No longer the simple bearer of information aimed at a limited number of people of fixed mobility, signage developed to embed ideas and information into almost every available surface where a potential customer, might walk. Signs which warned of the dangers of the industrial environment peppered the city ­ inside vehicles, buildings, on roads and in shops and public spaces. Signs which reinforced the mass of regulations which dominated a newly bureaucratic society found their way into circulation.

Signs have always had the function of communicating something pertinent either to the place they occupy, or to the culture they are based within. With the arrival of the industrial revolution for example, signage began to accompany the development of mechanized modes of production. Companies which advertised products made billboard placement a kind of pseudo science.

Where the position and frequency of the sign throughout the city was thought to reinforce the image of the product in the mind of the person passing the image repeated throughout the city. As more and more products became mass produced and sold via elaborate and far reaching modes of transport and communications, advertising signage, designed to promote products to a growing consumer base (itself a product of industrialization) competed for space on ever growing roads connected ballooning towns and cities. Signs became themselves mass produced objects ­ billboards, plaques, illuminated by electric light, and with time, actually made up of lights. Advertising signs could be playfully through electric motorization become animated ­ cigarette ads for example could display gigantic mouths “smoking” cigarettes which gave off real ten foot long plumes of smoke. Waving hands and seductively swinging legs could attract passers by and compete with other signs for attention in major cities. Signage became a form of mass culture art ­ an art unique to the 20th century major city.

Neon signage enabled new modes of expression – the tubular glass form enabling curvacious lettering and often elaborate pictures to be made up out of lengths of self illuminated glass. The ability to sequence such signs in terms of the ‘on’ or ‘off’ resulted in the possibility of animated signage ­ where motion added humor and and even narrative to sign activity.

The famous ‘ticker tape’ news ribbon of lights in Times Square in New York announced the latest news breaking events to the Manhattan population as far back as the 1930s, resembling in its urgency the ticker tape of the New York stock exchange and mirroring in its urban context the role of New York as a major economic hub the sign to this day dominates that part of New Yorks now dense and incredible never ending sign concentration.

Entertainment forms relying upon motorization and electricity such as the theme park and the amusement arcade shared with the restaurant and the hotel the need for engaging people in activity which distracted and entertained. Signs, embedded with automatic devices, electrical forms of display and representation blurred the distinction between the role of building facades and the information panels place upon them. “Vernacular” architecture in cities like Los Angeles in the roaring 1920s were often playfully shaped into popular culture emblems like bowler hats. Later motels and drive through food stops also expressed a kind of ‘sign architecture’ whose primary aim was to attract customers driving along the ever increasing number of roads. Speed limits were much less enforced the United States between the wars, and it was possible to drive from one end of the country to the other and not have to stop at a traffic light.

Communications technologies and the relationship these played in terms of urban and architectural development determined strongly the nature of signage and its proliferation across the industrialized world. Even the phenomenon of transportation signage, such as traffic and rail signals developed alongside the conventions of communication such as telegraphy, and later telephony.

Airships in the 1930s for example were considered very much the future of mass transportation. Consequently, spires and docking bays were built into the tips of the new skyscrapers, such as the Empire State Building whose customs and duty free area for zeppelin arrival is now that structure’s observation deck and gift shops. Today an airship’s likely primary function is that of a kind of floating billboard (though apparently the zepellin company is building a new line of airships for mass transit) while the Empire State Building serves more as a symbol of the golden age of modernism and art deco architecture a sign and powerful symbol of its time and its setting ­ than it does as a structure housing offices.It is also in itself something of an amusement ride ­ as it still is one of the highest man made structures in the world, it performs beautifully the task of presenting people with a view of Manhattan which effectively turns the whole city into a display or sign. Just as the Eiffel Tower is a medium for neon signs and is itself a sign, buildings become semantic ‘stand ins’ for the ideas most closely associated with the setting they inhabit and the cultural history of the region they occupy. Only New York can have the Chrysler building, except in Las Vegas where a whole hotel is today made up of 1/3 scale replicas of that building and all the others in Manhattan (more on Las Vegas later).

Moviolas, penny arcades, amusement parks borrowed machinery and ideas from other Areas of industrialization ­ such as rail transportation (roller coasters) the military. The business of attracting attention and entertainment became increasingly the concern of people other than Showground proprietors and circus owners. Entertainment and engagement as disciplines became the preserve of a new breed of entrepreneur ­ the advertising man, and his close cousin the snake oil salesman. Advertisers were quick to seize upon the potential of using electrically generated light sources as forms of signage in and of themselves.

Electrical signage enabled new types of alpha numeric displays ­ such as the familiar form in 1970s airports made up of many rapidly flipping squares each showing half of a number or letter of the alphabet. Programmable and mutable these types of signs enabled rapid updating of information, albeit limited to Single line display. These types of signs were perfect for environments where specific types of constantly changing information were needed by large numbers of people in spatial contexts where time was of the essence. Airports and even contemporary American train stations such as Penn Station in New York.

These types of signs needed to be centrally controlled however and as such reflected the types of environment where information revolved around linear, specific timetabled events like the arrival and departure of vehicles. This type of sign would not have been as appropriate for say advertising shoes,

As the primary defining characteristic of such an ad would be details about the shoe, its pictorial appearance etc. A sign made up only of rapidly up-datable numbers and text is most useful in settings where rapidly up-datable numbers and text are most needed.

With the development of motion picture technology, the notion of projecting movies onto buildings grew in popularity, especially in societies where the technology of motion pictures was strongly associated with radical shifts in the social base itself ­ as in the very early Soviet Union. In a society where mass education was considered a high priority, cinema played the role of agitational propaganda.

Banners blur the distinction between signage and architecture as structurally banners rely usually upon a built environment to work properly. Banners need to be supported ­ either by a pole or some other construction. A building is perfect for a banner as the length and breadth of an architectural structure lends itself to a banner’s dimensions. Banners continue to evoke festivity, a function perhaps of their lingering association with their status as ceremonial media.

The kiosks designed by Architect Aalto for example and those by such artists as Alexander Rodchenko Display massive banners, which often dominate the structure. Are these buildings architecture with large signs on them or large signs with architectural features? This dichotomy will re-emerge with an examination of entertainment architecture such as that in Las Vegas and Times Square, so beautifully Deconstructed by Robert Venturi in his books “Learning From Las Vegas” and “Iconography and Electronics upon a Generic Architecture”.

Display and trade show architecture such as that designed for the 1939 world’s fair in Queens, New York often developed into ‘imagineered’ structures acting as 3 dimensional signs of things to come ­ companies and governments would each put on display its own version architecturally of what its country or company stood for. These were often wildly ambitious structures such as the General Motors “world of tomorrow” exhibit ­ a large Hemisphere containing in miniature whole cities where roads and cars which used them dominated a future city in America of 1960. The theme park idea found its zenith of course in the completely controlled and Artificially manufactured space of Disneyland. The theme park idea today finds expression most in the building of shopping malls. In such environments, space and the control of motion through space is the designer’s primary objective ­ in these settings the twin needs of attraction and repulsion find expression In the layout and design of interiors whose effect is largely that of turning the whole space into a sign.

Projection

Many examples of the early Russian Constructivist architecture specifically recommended the use of Movie projection, such as in the case of Vladimir Tatlin’s “Monument to the Third International” where Movies it was envisioned would be projected onto Moscow clouds. Signs could now be movie projections, or simple slide projections ­ popularized in comic books of the 1930s with the ‘bat signal’ ­ the symbol of the bat projected onto clouds letting the caped crusader know he was needed.

Projection signage today finds expression in the form of signs thrown onto the pavement drawing the passer by into a storefront.­ many of them animated. These are relatively rare however, as are laser signs, found in nightclubs which when manipulated by programmable mirrors can be made to form animated pictures on the walls.

Signage thus prefigures the act of seeing in ways that the wearable computer now personalizes. It renders the message adjacent to the place. It associates an idea with a locale.

Copyright, David Cox 1998.

Bridge your Guitar and Your smart Device with the iRig HD

Aug
02

First Published in Examiner.com By David Cox

High-def jams on your iPhone, iPad or Mac The pioneers in mobile music making now bring you the new iRig HD – the next generation of the immensely popular AmpliTube iRig interface. iRig HD is a high-quality digital guitar/bass/instrument interface for iPhone, iPod touch, iPad and Mac. iRig HD with iPhone and AmpliTube Welcome to Your High-Def Digital Audio Future iRig HD features superior digital audio quality, and offers a premium 24-bit A/D converter for a crystal clear digital signal that’s free from noise and crosstalk. Plus, its ultra-low-draw power-consumption circuitry eliminates the need for batteries – it’s powered by your mobile device or computer.

An onboard gain control allows you to dial in the perfect signal level for your instrument and apps, and a multicolor LED lets you know what’s going on with your interface and signal. iRig HD is compatible with the range of IK AmpliTube apps (the #1 app for guitar players) including AmpliTube Fender®, AmpliTube Slash and AmpliTube Jimi Hendrix™, as well as any other real-time processing apps, such as Apple GarageBand, which support digital audio. Use the iRig HD anywhere you play guitar – on the go, in the studio or on your Mac at home. CES iLounge Best Of Show 2013 iRig HD at a Glance: High-quality instrument-level 1/4” Hi-Z input jack Detachable cables for Lightning, 30 pin and USB connector compatibility Preamp gain control High-quality low-noise, high-definition preamp High-quality 24-bit A/D conversion 44.1 and 48 kHz sampling rate Powered by the iOS device or USB Also works with line level signals from synthesizers, keyboards and mixers Ultra-compact and lightweight Comes with AmpliTube FREE apps (free download on App Store)

iRig HD – Plug-in and Play

No matter where you are, iRig HD delivers pure high-quality digital input signal. It features a 24-bit A/D ultra-transparent converter that accurately preserves the nuances of your instrument. This means you can rock out on your iPhone, iPad, iPad mini, or Mac laptop or desktop computer, with studio quality sound. iRig HD features a standard 1/4″ Hi-Z instrument input jack, and connects to your iOS device with the included 30-pin cable or the included Lightning cable.

One Interface – Everywhere You Play

The beauty of the iRig HD is that it works everywhere you do. It also comes with a handy USB cable and is class compliant, so you can plug right in to your laptop or desktop Mac computer and keep jamming. Start a project on your iPad, finish it on your Mac with the same great tone: Brilliant.

Effects Pedal for today

Aug
02

By David Cox

First Published in Examiner.com

They hardly ever failed, and the biggest problem with them was losing them, having them stolen or ‘borrowed’ by other bands, never to be seen again. I once found one when walking down the street in San Francisco, embedded into the dirt at the base of a sidewalk tree, neatly camouflaged by its own brown paint. It was a Boss bass effects pedal, one of the best with digital readout. Quite a find. No doubt it had tumbled from some hapless bass playing sap’s milk crate late at night after a gig, when everyone was too er… ‘tired and emotional’ to pay attention, and had been pushed into the dirt by the drummer behind him.

Playing in bands was always 80% furniture removal, and 20% actual art, and nobody ever did it for the money. So having lots of effects was not always a likely prospect. Even the greatest punk bands like Nirvana somehow managed to get away with just two – maybe distortion and echo or something.

IK Multimedia’s iRig Stomp box solves the problem of not having enough effects pedals.

It is the first stompbox guitar interface for iPhone, iPod touch and iPad. For the first time, guitar and bass players can now integrate their favorite iOS signal processing apps into their existing live pedalboard setup for enhanced tone shaping and effects processing using an iPhone/iPod touch or iPad.

iRig STOMP is based on the wildly popular AmpliTube iRig interface and is compatible with any iOS (dare we say decent sounding?) guitar / amp / instrument app. With its compact, standard stompbox shape, iRig STOMP is packed with many smart features found here for the first time in an iOS audio accessory.

iRig Stomp – At a Glance

  • Compact, durable yet lightweight, aluminum-cast enclosure integrates easily into any traditional pedalboard.
  • Can be used inline with other effects pedals, or directly connected to amplifiers or PA systems using regular 1/4″ guitar cables, with no need for adapters.
  • Allows precise adjustment of the signal for perfect guitar and bass levels with its large input gain knob.
  • Active battery-powered output circuit improves headroom, especially when used with high-gain amplifiers in the AmpliTube app, reducing feedback and crosstalk when recording.
  • The bypass switch allows engaging or bypassing the AmpliTube app chain of effects – like a traditional stompbox – for seamless integration into any existing rig.
  • Ultra-compact form-factor can be easily carried on the road.
  • Features a 3.5mm/1/8″ jack for silent practicing with headphones.
  • Comes with the #1 guitar/bass tone shaping app, award winning (it’s true) AmpliTube FREE for iOS (Download it free from the App Store)
  • Can be used with any other guitar processing app that uses the iOS mini-jack
  • Has an ultra-small, compact profile that can be carried anywhere with ease.
  • Compatible with iPhone/iPod touch/iPad.

The new iRig Stomp interface is extremely familiar. What is it? Well, it’s basically a stompbox interface for your iOS device that allows you to use your iPhone/iPod touch/iPad with your existing pedalboard and rig. Or, you can use just the iRig Stomp. It’s constructed from durable military-grade aluminum for indestructible performance (unless you run over it with a tank), and has the same switch you find on todays most popular foot pedals.

The iRig Stomp has a standard “stompbox” shape and size making it easy to incorporate into your existing pedalboard. It has a standard 1/4″ guitar input, and a mono/stereo L&R out jack set for dual purposes for every playing situation. You can use the left/mono out to send the processed signal through more pedals and/or direct to your amplifier, or use the two L/R 1/4″ jacks to send a stereo signal to a stereo channel on your mixer. Either way, you’ll have fantastic tone thanks to…

A large gain knob on the top of the pedal allows you to adjust the input signal gain structure to provide you with the maximum amount of headroom needed for your apps. No more weak signals sent down the line, now you are in control. This knob is a great feature for pushing the preamps of high-gain amp models.

The iRig Stomp is an active circuit powered either by a 9v battery or by your pedalboard power system. Both ways provide a high quality active system signal with lots of headroom.

Let’s say you don’t want your iOS device to interfere with a particular song. No problem. The handy dandy chrome device on the top we like to call the “switch” will completely bypass the iOS signal path with a simple click. And, it’s ultra quiet so you won’t distract your audience with that annoying “switch” sound when using it. You know the one we’re talking about.

We also built in a nice feature called the “headphone jack.” Now, we didn’t invent it, but it sure is a peacekeeper in most households where there are other human-like inhabitants. It doesn’t disable the other output jacks, but then again you wouldn’t be using it if you were using the other jacks, so it just doesn’t matter.

It’s a “compact” stompbox so basically it’s shaped like a deluxe pack of gum. Technically, yes it could fit in your pocket, but it’s really designed to accompany your guitar case or pedalboard. It may be small, but at least it’s little. Don’t lose it.

Website for iRig Stomp

http://www.ikmultimedia.com/products/irigstomp/

Heads Up – Looxcie HD records the world as you see it

Aug
02

Looxcie HD camera

The extraordinary sight of a massive meteorite hurtling across the Russian skies only to explode into a thousand fragments brought home many things this week. The simple truth that our planet shares the universe with other bodies, which occasionally cross paths with

our own, in dramatic ways, and that Russians have a disposition for dashboard mounted video cameras of startlingly good high definition video quality.

The variety of HD portable cameras on the market today baffles the imagination. There seem to be cameras for every situation.

There are still cameras for amateurs, pro DSLRs, DSLRs at entry-level for those that want the features of the pro camera but can wait for the super fancy CMOS sensors

before making photos and movies which only a pro could tell the difference from those taken with cameras cost three times the price.

The dash and head-mounted camera market is relatively narrow, limited mainly to extreme sports types, and to those who want to capture events at outings for later retrieval.

Then there are the industrial shopfloor and even cloak-and-dagger markets and civilian police who use these things to ‘gather evidence’ and conversely, activists, artists and film makers. The sheer number of cameras trained on officer Pike at UC Davis for example (who’s enthusiasm for the pepper spray on defenseless students seemed to be actually reinforced by the presence of

the nearby dozens of cameras) eventually resulted in the million-dollar settlement in favor of the students.

It clearly pays for citizens to have a video camera on them in daily life, as a way to protect against undue force of all kinds. Wearable computing pioneer and coiner of the term ‘sousviellance‘, professor Steve Mann of Toronto University has famously

made a personal life ambition to educate people on the injustices of a one-way camera culture, where we are encouraged to accept the situation where only the powerful wield lenses, the better to keep us in our place. How much better,

for us all to ‘pack heat’ (as makers of wearable computers describe using their rigs) in order to turn the tables and render surveillance (sur meaning ‘over or from above’) into sousveillance (sous meaning ‘from below’).

If we all ‘veil’ then the ‘sur’ can step aside to make way for a more democratic society of seeing. Or at least that’s the theory. Cameras everywhere on everyone nullifies the singular panoptic gaze of THEM staring at all of us. We all veil. The dashcams of Russia are there to thwart would-be scammers. Typical scenario – they back into your car then claim that in fact you hit them, and you’d better pay up (youtube is replete with these scenarios, and even these are probably fabricated scenes). The camera proves otherwise. So small microSD cameras mounted on car dashboards have become as important there are rear view mirrors. Sampling long chunks of time has become a banal, everyday necessity, and it is easy to see how such a situation might one day unfold in the USA and Europe as cynicism increases, and opportunism matches the meanness of spirit in the global economic climate. But what of this specific camera, the Looxcie HD?

Looxcie’s HD camera lets you wear a mouth-organ sized and shaped camera on your baseball cap via means of a clip, and record onto micro SD cards up to several hours of HD footage. The battery is more likely to give out before the data storage. The maximum size data microSD card is 32 gigs which will provide just over 2 hours of continuous recording.

You can also stream from the camera’s view to your smartphone using a special app which also lets you control the on & off functions, and have that stream be made available to those who have an app installed on their smartphones. You alert them about the incoming stream via email or facebook. Another option is to have the camera buffer everything, then simply back up this buffer if you decide to use it later. You don’t really record, you store it in RAM, and only use it if you need it. Or hit a button on the camera or an icon on your phone and suddenly commit to sd card the last 20 minutes of what you just experienced.

The fixed lens also has an LED to show you when the recording is happening, and audio takes place via a tiny recording mic near the lens. The device is beautifully made, with a form factor info-lithium battery which I have to say can get pretty hot

(as these types of batteries are wont to do at the best of times).

In theory you can stream live to the web from the Looxcie HD via your iphone for well over an hour, or simply use it as a standard camcorder. It took me a while to work out how to use the iPhone app to fully understand how to pair the camera with the phone, but once I’d succesfully made a connection

a number of times, I got the idea.

Ideally you would leave a steaming camera plugged in to a power supply via micro-usb, and an iPhone plugged into power. Once you have a video stream going, you then contact your friends via email or facebook, who then recieve a message. If they have an app, they can view your stream as it happens.

I’ve tended to use the Looxcie HD mainly as a standard video camera. Wearing it on my baseball cap and turning it on & off here and there to get shots of the view through the subway train, or the view from the windscreen of the car, events in daily life. Back home, I connect it via microUSB cable to my laptop and drag the files onto a folder on the desktop. I then play them with Video Lan Player or VLC.

The image quality is very good, with decent contrast and surprisingly good sound. As usual with any object this small, keeping the image stable is a challenge, but the prospect of having a clean, sharp 1280 X 720 30 fps HD video image wherever you go is an exciting one.

The habit of wearing the Looxcie HD on your cap takes some getting used to – who in your field of view will object? Will they know what it is if they see it? When to take it off? When to turn it on? You usually have to take the cap off, go into the shade, press the button, check the little red LED to see that it is ‘on’ then put the had back on.

Because it connects wirelessly to your smartphone or tablet, you can use it anytime, anywhere. Create an “instant replay” of what just happened with the unique Instant Clip button. Share a live stream with Facebook friends. The Looxcie HD is a good example of contemporary consumer HD video for capturing those moments you never knew you wanted.

We live in a time when these types of questions (‘when should I be filming? Is it now appropriate to start recording video? Do people know? Should I tell them?) will be asked by more and more people. The fact that the cameras just get turned on and left on, usually in cars (as a means to foil insurance scams usually) means that all kinds of new images make themselves casually available – like thirty ton meteorites exploding above Russia.

Looxcie website:

http://www.looxcie.com/

example videos taken with Looxcie 2:

https://www.looxcie.com/videos/

Playfields, MindMaps & Atemporality

Aug
02

By David COx

Associative diagrams, data, space and play find common expression in user interface design, videogames, and urban planning in contemporary culture – all those floating 3D displays in movies, the gamification of mundane daily tasks, how stores look more and more like the touch screens they are getting replaced by. Bruce Sterling talks of “Atemporality”. Atemporality is the feeling you get when you experience the old and the new forced into a singular moment. Like a 3D printout of an object designed in the 13th century. Or a Babbage difference engine made with the latest materials and computer controlled design and manufacturing techniques. These are impossible objects in the truest sense that they stand outside time. Outside of history. They are a-temporal.

It’s a feeling you get when you look to the west these days, particularly San Francisco, and particularly around the edges of that city. Its in places like the Musee Mechanique where very early 20th Century coin-operated entertainment machines sit happily next to quite recent arcade computer games. The collapsing of old and new find expression in notions such as the Terrative. This neologism is the hybrid of territory and narrative and has emerged from the world of locative media. This is media that self-consciously and deliberately takes into account where the use is as it presents audiovisual and computer generated content to them. Often locative media is combined with augmented reality. So place and story meet real and virtual. These collapsings are nothing new though, and the displacements felt by them would have been recognized by anyone around in 1901 to see the first aircraft take off. Or by those in 1916 who witnessed and took part in the first massacres by machine gun in the trenches or Ypres. Or to view the glow given off by radium.

Concepts of dynamism and kinesis characterized the 20th Century. Power today is diffuse and ambient, rapid and static simultaneously. There are collapsings everywhere. All that is solid melts into air. Slavoj Zizek has argued that fundamentalists who respond with such venom to what they perceive as the excesses of today’s western liberal ‘democratic’ society do so largely out of a sense of being excluded. The silent and coded ways that cultural power builds force fields around itself is something that defies easy forms of computer visualization. Every upbeat TED talk with a breathless presenter performing some new PowerPoint illustrated technological miracle has a twin somewhere in the outskirts of a vast city in the third world, trying to sell a matchbox made from the recycled pieces of other matchboxes. Both perform miracles, at opposite ends of the global food chain. Homo-Sacer – the non-person would not exist were it not for the global trade in goods that just-in-time production has forced into being. There is no stranger or more perfect expression of contemporary Capital than a sign at mid-western Wal-Mart checkout that shows a pictogram of three hands and next to it the words “fifteen items equals this many”.

Many contemporary films and videogames show scientists and specialists manipulating data in 3D as holographic fields of information. Floating glowing holograms of the solar system, say as in Promethius. The terrains of Pandora in Avatar, displayed for military and scientist alike. The head-up display is a product of the military fighter cockpit, and is installed in many recent model cars and passenger aircraft such as the Boeing 787. It combines the real world with information about that world simultaneously. Augmented reality apps abound for the tsunami of Chinese made touchscreen devices, sensor studded, wi-fi enabled, the modern data user is attuned to her environment much like a pilot, or a sci-fi movie or game character. After thirty years of AR in pop culture, from Robocop to Terminator to HALO to the windows within windows of every GUI you ever used. It’s a commonplace now to say that your games console can see you. Patents are fought over for who can profit from devices that identity if ‘too many’ people are in the room to view a movie for the rental price.

As Guy Debord once famously argued “The spectacle is not a collection of images, but a social relation among people mediated by images”. Today the spectacle sends sensor data into your living room and bills you for the privilege. And when the information about the landscape becomes too dense or complex to fathom, often mind-maps or flowcharts are prepared. Such as the famously spaghetti-like PowerPoint drafted by US Army supposedly to demonstrate the complex set of interrelationships between allied and local forces in Afghanistan. These rhizomatic arrays of ovoid text boxes connected by lines form a shape not unlike that drawn by the architect of the original internet. When there were only three nodes to the network, it was simple to draw. Today, few computer programs could represent an entity whose complexity and scale defy most attempts to represent it. In this cultural landscape of mind maps and playfields we walk. Like the pinball on the playfield of spectacular society we are bounced by the buffers of trade. Hurricanes and floods press us into the magnetic sinks thrown up by global warming. And we are thrown uncontrollably into the flippers at the bottom of the table by crushing debt and policies that seem contrived specifically to guarantee our exclusion from participation in the running of things. “Your future dreaming is a shopping scheme” as the Sex Pistols once declared. Today Johnny Rotten is as likely to appear on a game show on UK television as anywhere, the shopping scheme, consuming and developing him along with his music and all else.

The first two world wars were expressions of industrialism run amok. From the cockpits of darkened wartime aircraft were guns fired, and at the same time, movie cameras recording the tracer bullets hitting their targets. All participants in the world wars were dancing around each other in a frenzied dense fog of movement, dynamism and kinesis. Within it all messages and data were sent, received, intercepted, encoded, and decoded. This massive dance of tangible and intangible, strategic and tactical, cultural and industrial power carried on into the post war time. Cybernetics proposed that the abstraction of perceptions that flowed from one agent within a battlefield to another formed a pattern, a kind of internal logic, irrespective of the outcome of any given conflict. Like the pinball in motion, or the tracer bullet filmed by its gun camera, all is in motion, and the motion is the message. Computers arise from the marriage of seeing and measuring ballistics. Understanding the velocity and range of ideas as well as The preoccupation with speed and motion in the industrial era resulted also in notions of modularity; the process of breaking down things into fragments and procedures.

On the assembly line Model T Fords and motion pictures both were handled by specialists who each attended to his or her field of expertise. Or else rendered ordinary people into robots of engineering, extensions of their machines. All was about sequential motion, timing, breaking down events into individual chunks. Everything from machine guns, and sewing machines to combustion engines, speed, motion, and standardized systems prevailed in the first half of the 20th Century. Time itself was measured and broken and fragmented and divided. Spectacular society in the cold war and the space race was a bitter struggle for time and resources. We were told that history would decide who could best manage vast populations with more efficiency. The modernist preoccupation with movement and dynamism gave rise to the aesthetics of process. The theory of relativity reflected this new awareness and in mathematically and conceptually collapsing both time and space, set the stage for modernity’s post WWII flight into space. The space race was nothing if not a colossal state sponsored performance art project, coupled with the logic of ballistics, with man as bullet and nation as ordinance. The moon, a likely target, seemed obvious in the 1960s. Its up there, why not aim at it?

Vietnam, much closer to home, though easier physically to get to for the USA, was much harder to actually claim for its own. The increased clock speeds of computers in the 70s and 80s gave rise to chaos theory. Abstract forces hitherto hidden were laid bare by mathematical systems only ever faster computers could render visual. Chaos might be thought of as the postmodernism of science, the sampling of time, motion and calculation for the purposes of fractal awareness. Chaos theory, like other cults of unknown, so popular in the 1980s, was in turn a result of the continued preoccupation with the measurement and control of space and time. There is something so 1980s about the Mandlebrot set image, as it says more about the mid 1980s attempts to grasp the completeness of the universe and its rough edges. There is also something of the cold war in those attempts to render nature within the aegis of CPU. Ancillary weaponry for sides during the cold war had always included sonic, cinematic that a new cartographic intelligence. Everyone was attempting to force time and space into ideological systems of management on a global scale. In 1988 scientists really were prepared to be amazed by the patterns the natural world that of course, were there all along. Computers merely proved the simplicity behind the complexity that for artists and for centuries was quite self-evident.

Today, only a New Aesthete would marvel at the oddities thrown up by computers, but not at their ability through math and graphics cards to echo the raggedy nature of a coastline, or the filigrees of a leaf or tree root system, but by the unexpected glitches from within the computer system itself. Today the network, its sensors and the ways these are connected are the natural coastline or our dreaming. Technology is nature. Today our sensors see and feel for us. They place us well in relation to the data that we have made for ourselves and that which is made our our behalf by our proxies and intelligences. We might call this a kind of Intelligence faith. James Bridle and his ilk represent the naïve pastors of this cult of the ethereal. Every modernist time has its devotees, willing to find ghosts in their soup. Breton in the 20s, Leary in the 60s, Jobs in the 80s, and so on. The screaming madman at the core of Apple is of course his twin in China, ready to suicide at the Foxcon working conditions, Apple management and iPad user alike are all too willing to ignore. Spoils the illusion, don’t you know. Think different. For better or worse spambots and the other promiscuous data entities online that seek agency will take this reality as their own and will probably continue to do a good job of convincing us that they are not what they are. The existential problem for the spambot is a problem laid at our own feet. Am I a spambot? Rampant sudden mass gun killings happen at random. The erasures on/within and around social media that surround them speak to the simultaneous effect of Facebook and Twitter and the like to strangely draw us closer and further away from such event-scenes.

The ease with which Bushmaster style guns are bought, exchanged and modded, like toys or computers is one example of the modularity of networked violence. Gun tragedies are also mediated by a climate of dread, awe and nihilistic indifference which also characterizes social media. This is true of remote violence in all its forms. To what extent is a drone really a representative of US State Department policy when no one can be really sure who or what is controlling it? Who actually controls all the drones that are flying at any given time? It’s a chilling thought. This ironic conflation of real and unreal, dynamic and static is at the epicenter of our current kind of modernity. Pinball machines are flat surfaces on which balls move that the player keeps in motion by way of flippers. The playfield is the area that pinball machine designers call that flat surface. Most videogames have the equivalent of this playfield. Urban design has long since taken its best ideas from the controlling impulse behind theme parks, with their dominant points of attraction (usually tall dominant structures distributed around the park), paths to channel people to and from these nodal points.

The management of time and space reaches no better apotheosis than at the Disney parks, where the science of extracting time and attention from people has reached a fine art. Gamifying the playfield of life is a neat extension of the theme park pinball approach to city planning and urban development. Everywhere we go in contemporary cities involves passing through a nodal point of some kind where data is transferred. The entire world it seems is like a pinball machine, and we are as pinballs, buffeted from one area to the other.

The key is in finding some kind of joy in the motion.