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a minima/ August 2007
Interview with Kurt Ralske by Mia Makela
> 1. how did you get started with realtime audiovisuals ?
I worked with electronic music, and around 1997, I began using Max/MSP
for some experiments with making long compositions by restructuring
very short bits of pre-existing source material. One day I realized
that the strategy for restructuring material could work with images as
well as sound...the strategy was the important thing: it didn't matter
if the result was music or video. I started experimenting with
processing images in Java, then Nato became available...and then, it
was all downhill from there.
> 2. what was your relationship with the legendary nato software ?
Nato was the probably the first software to provide real-time
random-access video processing.
It was so exciting at the time. Here was this powerful tool -- but to
use it, you had to trust a bizarre anonymous online entity. You had to
be willing to endure poetically cryptic documentation, use the
software via typographically challenging commands, and if you needed
tech support, submit to patronizing and/or abusive treatment. But,
there was no choice -- it was too interesting not to be involved!
> 3. what has happened since (after nato) in your life as a creator /
software developer ?
In 2001, I developed Auvi for Nato, because I wanted to extend the
capabilities of Nato.
Then in 2002, I developed Auvi for Jitter, because it was clear that
Nato would not have a long lifetime. Since that time, I have done less
software development, because it is far less interesting than making
art. I create video installations, and have exhibited in galleries and
museums internationally, and perform live video with contemporary
classical ensembles and dance companies. I teach full-time at the
School of The Museum of Fine Arts, in Boston. In 2007, I received a
Media Arts Fellowship from the Rockefeller Foundation.
> 3. how would you describe your work as realtime visual artist ?
I love to work with a camera, to capture an environment, then process
the images live, so that when they are projected they change the
environment. Delaying live images, changing their speed, reversing
their sequence, repeating sections, all disrupt the temporal coherence
of an event. This works well with live musicians or dancers. The
camera is objective, but our sensory apparatus and cognition are not,
so the processed images perhaps more resemble the way we read the
objective world; our minds assemble bits of information perceived at
different times into one coherent model. By playing with time, new
aspects of an event are revealed, even as it is occurring.
> 4. how would you describe "live cinema" ? (do you use that term for your
work ?)
"Live cinema" to me implies that there is an element of narrative.
When I worked with the video performance trio 242.pilots (with HC
Gilje and Lukasz Lysakowski), we were trying to improvise
collectively in the hopes that a narrative would spontaneously arrive
out of the dialogue of images.
So we were thinking of narrative flow, of recurring "characters"
(which might be a type of image, or even an effect), of conflict and
resolution.
But more recently, I prefer to think of this type of work as "visual
music" instead of "live cinema". In music, there may be dynamic form,
but no expectation of narrative. I've been involved in music all my
life, so this idea is more comfortable for me -- especially since I
have no talent for narrative, at all.
It may be, however, that the art world is more comfortable with work
that involves extreme distillation of a concept. Time-based work (like
"live cinema" video) presupposes that the audience is comfortable with
enjoying the ride. Most contemporary art practice is much more likely
to "cut to the chase", partly because of the attention span of the
average gallery-goer. For this reason, work like experimental cinema,
or performance art, or "live cinema" video, do not currently enjoy
much commercial cachet in the art world, perhaps unjustly. Not to
imply that time-based work is superior to non-time-based work, or vice
versa; it just has to do with the different ways that the art audience
consumes art products.
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