EMMA-KATE MATTHEWS:It reminded me of an early 70’s project by Gordon Matta-Clark My original idea for this piece was to have loudspeakers or musicians in boats drifting apart from each other, so there was always a desire to spatialise sound in that location. But it became difficult to do it for all sorts of reasons: health and safety, not wanting to bother the locals with too much noise, etc. That’s one reason that I started talking to people from the area: there’s a big houseboat community. This conversation where there was an initial curiosity around what I originally wanted to do, helped it develop into a much more interesting project. It ended up being much more about the particularities of the site beyond its physical characteristics. The people who were living nearby started to inform how the piece would eventually be.
One of things that I did to trace the changes of the site was to just take a walk along the riverside, towards the sea, which only took about 40-45 minutes in total. I took a video of that route. I then turned that video into a 3D model using a process called photogrammetry - the video was split into a set of frames and these get stitched together in 3D and turned into a point cloud, which became my ‘site model’ of Shoreham. The final drawing is then populated with notation that triggers the sound that is played back through loudspeakers into the site. Unfortunately, these speakers never made it into boats as originally planned, but the sound was still able to drift from one point in the space of the performance to the other, like the tide was alsodrifting in (and out) during each performance.
KSENIA KOPALOVA:It’s interesting how in this process of turning a landscape into a visual score there’s a notable degree of fictionalisation of this landscape, and I wonder if this fictionalisation is followed by the transformations of bodily experiences as I walk through the landscape, - or as I follow the walk virtually, as if I had a ‘digital body’ that goes through this space.
EMMA-KATE MATTHEWS:Yes, and some of these digital tools allow you to place sounds into spaces that don’t exist, or you can position yourself as a listener in places that you physically would not be able to reach. This creates an interesting potential for uncanniness and finding relationships with places in a digital simulation that you wouldn’t be able to realise for practical or ethical reasons in a physical equivalent.
KSENIA KOPALOVA:This reminds me of a project by Andrew Pekler called ‘
Phantom Islands’, where the real and the fictional merge in soundscapes attributed to the so-called ‘phantom islands’: places that exist, as Pekler describes it, ‘between cartographical fact and maritime fiction’.
EMMA-KATE MATTHEWS:Yes, I’m thinking here about the question of the author's position in a spatial recording, and the effect of binaural or ambisonic recordings. With some of the recording methods you can always figure out what the listener’s relationship with the sound source is. It’s a bit like art that requires the spectator to view it from a certain angle, - and only from that angle does it start to make sense. Conceptually there is a similar effect in the audio, but it’s less explicit in a way that it’s experienced. I think this ties into our conversation about how you are capturing something, where you position yourself as the listener or viewer: and how important is that loyalty to the original positioning in re-presentations or re-performances of the work elsewhere, or in other spaces? Is it less legible with sonic works than it is with visuals? It’s something I’m interested in exploring further with future work.