NOISEFIELD
2003
NOISEFIELD is an interactive video installation comprised of four works. The individual pieces titled Quaternus, ReFlux, Orbit and Mondrian’s Door each share a common origin in the use of video noise (television snow) as the primary visual and sonic element. A simple definition of video noise is “a random grouping of black and white pixels changing position every thirtieth of a second”. I have subjected this visual noisefield to a range of digital image processes to produce a startling array of images and further sonified the visual material to emit synchronous sounds. One process common to all works shown here is the use of feedback. Those familiar with this technique will recall the early video experiments of the late 60’s and early 70’s which produced a rich body of recursive visual phenomena. In this example feedback is conceived as a form of cross-media synthesis using both sound and image.
Quaternus is a grouping of 4 video monitors, each displaying an identical image. The image is derived from the recording of a series of realtime video noise performances that resemble carefully prescribed frame by frame animations. Quaternus is the only work that is presented in a crystalline linear form of fixed video.
ReFlux is a large screen projection that processes and recombines the raw visual material of Quaternus. This variation on a theme includes image transformations based on the volume levels of ambient sound in the space. The processing is not synchronized to the incoming images and thus the work never repeats exactly the same image or sound.
Orbit is a large screen projection displaying a series of rotating rectilinear forms subtly distinguished by soft grey charcoal-like noise textures. A loud shout or a knock on Mondrian’s Door will momentarially upset this tranquility.
Mondrian’s Door consists of a pedestal facing toward a video monitor or projection screen. The pedestal is distinguished by a large button. Pushing the button will take the viewer from one sonic-visual state to the next. The viewer will not receive the full dynamic range of this experience unless they knock on the wooden surfaces surrounding the button.