Layout from George Bures Miller's notebook, Pandemonium.
1 2015-07-10T09:39:40-07:00 Cecilia Wichmann 570c894159ad998517c62537a60758b7099e0270 5542 3 Layout from George Bures Miller's notebook, Pandemonium. Courtesy of Eastern State Penitentiary Historic Site. plain 2015-10-04T03:09:23-07:00 Cecilia Wichmann 570c894159ad998517c62537a60758b7099e0270This page has tags:
- 1 2015-08-16T21:23:08-07:00 Cecilia Wichmann 570c894159ad998517c62537a60758b7099e0270 All Images Cecilia Wichmann 11 All images plain 2015-09-30T22:35:43-07:00 Cecilia Wichmann 570c894159ad998517c62537a60758b7099e0270
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1
media/19_Miller diagram of MIDI and beaters.jpg
media/Beater in a cell_sized.JPG
media/waveform view pandemonium.JPG
2015-08-13T23:02:28-07:00
Recovering Pandemonium II
51
plain
2016-01-30T07:07:39-08:00
The central trigger for this multisensory experience was music pulsating in the space. On the extant recording, Pandemonium’s compositional structure sounds deliberately untidy and ambiguous. [21] It progresses sequentially, indeed musically, with repeated, contrapuntal themes that build to a unified climax, but it also intermingles ambient noises to such a degree that the percipient wonders at moments if her ears might be tricking her into making sense of unintended soundings. Pandemonium begins with bass objects tapped in call-and-response patterns up and down the distance of the corridor (Track 1A 00:09–1:03) followed by a similar conversation between treble things (Track 1B 1:04–1:39). This code-like rapping becomes a pulse for the piece, taking up residence in other themes and resurging between later passages. Next, taps diffuse into environmental noises that only tentatively suggest settling foundations, clinking wind chimes, or rattling steam radiators (Track 1C 1:40–2:22). These aimless, abstract sounds, so at home in a stabilized ruin as to seem meaningless, pervade the composition as much as the tapping, returning repeatedly to temper its associative power.
[*Expand "Annotations" tab to listen to segments Track 1A-1N as outlined below. Streaming audio depends on your internet connection and may take a few moments to load. Headphones recommended.*]
Soon, these two modes blend. Sounds seem at one moment random and the next urgently significant (Track 1D 2:23–3:20). This urgency takes firm, narrative hold for a minute as bass objects crack like gun shots and mount to an alarming volume in the company of rattling treble, but it diffuses just as suddenly when they die off (Track 1E 3:21–4:15). After a few seconds of near-quiet, a double beat of bass drums advances. It reaches a pace like an adrenaline-fueled heartbeat and then ceases (Track 1F 4:16–5:25). An indeterminate, open period follows. Muffled stretches bring to the fore sounds of pigeons flying in and out of the ruin, but a moment later the corridor fills again with indomitable tapping (Track 1G 5:26–6:20). Discrete, repetitive knocks morph gradually into more grooving rhythms, overlapping as they build a dance beat (Track 1H 6:21–7:06). Suddenly, the dance theme is undeniable (6:33). As Cardiff described, “it feels like you’re in a rave, like dance music, like boom-chicka-boom.” [22] This brief, exuberant interlude, teases the percipient then concludes abruptly with four rounds of rhythmic pounding (6:55–7:06).
Methodical ticking ushers in a resonant, repetitive gong like a clock tower counting the hour 24 times (Track 1I 7:07–9:20). Midway through, its timbre transmutes into a low rumbling, and its rhythm slows to an elegiac crawl. After a long silence, a low, clattering glissando rolls up and down the cellblock like batons dragged across bars then beat against an arsenal of timpani (Track 1J 9:21–10:10). An open, transitional period follows, this time featuring indeterminate noises that grow threateningly loud and seem to congregate (Track 1K 10:11–11:20). An eight-beat treble striker counts off, like a conductor or click-track, slowly at first and then once more at twice the speed, initiating a raucous, extended reprise of the ebullient dance theme (Track 1L 11:21–13:54). The dance beat rolls up and down the block in a second glissando, dissipating into ambient noise. Repetitive, unison blows fill the space and accelerate into Pandemonium’s climax (Track 1M 13:55–15:49), which sounds ultimately like a riot fueled by the libidinal release of the dance. Dance beat and militant noises engage one another in a master-level call-and-response before sounding a double beat and coming to an end. Charged silence follows (Track 1N 15:50–16:02) until the tapped exchange signals another loop. [23]
The cellblock announces itself as a totalizing visual experience, but Pandemonium coaxed visitors to look about themselves differently, in more localized ways, as they tracked the sources of these sounds. This iterative process of looking called into question the efficacy of the penitentiary’s visual schema in real lived experience, concentrating its possible nuances and uneven qualities. As Torchia observed, “Visual access to the cells is limited. Those on the second floor are completely out of reach and those on the ground floor are unusually dim.” [24] The grandeur and scale of the space solidified its impression of stillness, unperturbed by whatever was causing the sounds yet the sounds themselves exposed the falseness of this impression. [25] In her review of Pandemonium for Art in America, Carol Diehl corroborated a tension between the immediacy of the sounds and fact that they emanated from “unobtrusive,” “hidden,” and “unseen” sources. [26] In spite of its sublime reserve, the building itself was producing these noises, displacing its intended flows of power away from the singular center toward a plethora of actors emitting trajectories of sound in every direction.Black cords “trailing out of all the cells on both floors” compelled visitors to “walk down the corridor to investigate” the source of these sounds. [27] The live quality of the sound was apparent, and percipients soon caught their makers in action. A single robotic ‘beater’ stood in each cell, snug to its object. Each robot had a distinct visual character, comprising an armature of varying height such as a microphone stand or metal bucket rigged to a wooden drumstick or pedal, Plexiglas wand, metal screw, or felt-wrapped mallet. These strikers were controlled by PianoDisc solenoids, little motors used in player pianos. The thin black cords snaking out of the cells wired the solenoids to a MIDI (Musical Instrument Digital Interface) system with two computer-controlled, pressure-sensitive keyboards. Thick bundles of cable converged on one upstairs cell, revealing the presence of this central system there. Sinuous, rubber tubes spilled over the threshold with a menacing, organic character, like the tentacles of some nesting, alien man o’ war. [28] At the same time, their obvious electronic function suggested artificial intelligence, a DJ booth, or central command on a submarine or spacecraft. The robotic beaters were similarly evocative hybrids. They comprised disparate prefabricated materials, industriously screwed together to perform their singular functions. Posted one to a cell, these automatons became semi-anthropomorphic presences, their appendages thwacking objects with apparent deliberation.Keyboards controlled each side of the aisle. They were wired so that each key sent electrical energy to a single solenoid, which converted it into magnetic force of a predefined pressure along a gradient. The pressure flipped a mechanical switch that pushed the striker into action to make contact with its object with a tap, bang, or crash depending on its setting.
As Miller explained:It’s a mechanical thing. Every sound you hear is an acoustically produced sound, no speakers. A computer controls all these, we call them ‘beaters,’ that hit different things in each cell. And the way we composed it was that we had two keyboards connected to the system and every key was for a different room.
[29]. Miller inventoried objects and charted their relative pitches. He added steel drums tactically to a dozen spaces to increase possible volume. His notes translated into a coding system for the keyboards that made legible their connections with the beaters. With Tonmeister Titus Maderlechner, the artists composed the sequence for the beaters to perform together and programmed it on a loop. [30]Pandemonium’s noise multiplied and metamorphosed in dialogue with both the architecture of the cellblock and the bodies of its visitors. Drawn in by suggestions of a ghost story, percipients found themselves instead in the company of robots. Though clearly functional objects, the beaters were uncanny in their own way, seeming individually incommensurate with the force and tenacity of their collective output. They caused mute objects suddenly to resonate, and those vibrations traveled up and down, back and forth through the volume of atmosphere contained in the corridor until deflected by a wall or channeled beyond the block. With hard, angular surfaces, the acoustic environment was bright but also modulated with the fuzzier sounding-boards of visitor bodies, curving vaults, and moist dust piles. [31] Glissandi occur twice in Pandemonium, and in those moments, “every object in every cell [seemed] to be struck in quick succession up and down the block . . . like an x-ray passing through whatever and whomever stands in its way.” [32] Pandemonium offered a remarkably visceral experience of this environment, bringing visitors bodies into intimate contact with a building and world of things that could otherwise feel remote. -
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media/21_Miller layout.jpg
2015-07-10T14:52:49-07:00
Volume in an Expanded Field
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2015-10-03T22:42:34-07:00
Pandemonium drew its force out of the specific, spatial environment of cellblock seven. The work’s uncompromising site-specificity, along with the representational quality of its sounds, embed it in the late-twentieth-century phenomenon of sound art. Sound art encapsulates a diverse field of artistic practices that engage sound as material, medium, or concept and yet remains resolutely intermedia, fusing elements that “fall conceptually between media that are already known.” [143] While incontrovertibly a fluid and dynamic category, sound art is best understood as distinct from experimental music due to its sustained involvement with postminimalist concerns around site-specificity and sculpture in an expanded field, as well as the body’s centrality as a medium in action and performance art. [144] These medial considerations become socially charged in sound installations like Pandemonium that use the material of sound to investigate relationships between sensing bodies and their aggregation in physical environments.The term sound art has a suite of origin stories pointing to the genre’s codification in the 1980s and institutionalization in the 1990s. Canadian electroacoustic composer Dan Lander is credited with coining the term in the mid-1980s, as is American composer William Hellerman with the 1984 exhibition Sound/Art at New York’s Sculpture Center. [145] Sound art exhibitions proliferated in the 1980s and 1990s, with a spate of high profile shows around 2000, just as Cardiff and Miller completed their training and emerged as professional artists. [146] Sound art garnered especially robust scholarly and public attention in Germany, and Berlin, where Cardiff and Miller lived part-time after Cardiff received a DAAD grant and residency in 2000, was elevated as a world center for making and experiencing work in this mode. [147]Sound art’s pre-history typically charts a course, much like the one tapped by Pandemonium, from the work of modern composers to free jazz and minimalist music, from dada poetry, futurist noise, and phonography to musique concrète, culminating in the work of Cage, Karlheinz Stockhausen (1928–2007), and their fluxus offshoots. [148] Sound art also has important extra-musical dimensions related to minimalist practices. [149] Musicologist Helga de la Motte-Haber, who has written extensively on sound art or Klangkunst as it is known in German, designates sound art as a confluence of concerns related to installation, sculpture, and public space and insists that it be defined as much by visual as by auditory aspects—“Klangkunst ist zum Hören und zum Sehen bestimmt.” [150] Sight and sound converge in a holistic interplay of the senses triggered by sculptures and installations that use the traditionally durational material of sound to investigate architecture, environment, and the body. [151]Sound art’s emergence as a category in the 1980s consolidated experiments in sound sculpture and installation begun in the late 1950s. [152] Curator Carsten Seiffert, who founded Berlin’s Singuhr Hoergalerie in 1996, explains:In my understanding, the term sound art primarily covers sound installations and sound sculptures that can be experienced in a unique physical space . . . Space itself becomes a medium of creation, and due to an artistic engagement with it and in it, turns into a place.” [153]Writer and composer Alan Licht locates the earliest sound installations consonant with this site-specific definition in the Corbusier-designed Philips Pavilion at the 1958 Brussels World’s Fair: Varèse’s Poème électronique and Iannis Xenakis’ (1922–2001) Concret PH. [154] The term “sound installation” appeared around 1971, when artist Max Neuhaus (1939–2009) applied it to his own spatial sound works beginning with Drive In Music (1967). [155]Crucially, sound art dispenses with the musical priority to dissolve sound’s references to the meaningful world. Lander describes sound art as a diverse field of practices united first and foremost by an interest in sound’s capacity for signification. [156] “Ripe with meaning and content distinguishable from the meaning and content of musical expression,” Lander argues, sound art “[confronts] the meaning(s) of the noise we produce.” [157] Sound art differs from music in its articulation of space and its concerns with the social meanings of sounds, which it refuses to accept as pure or abstract. [158] It explores sound as “intrinsically and unignorably relational.” [159] Sounds transmit according to the acoustic character of the particular place in which the artwork is situated, and each percipient experiences them there according to her distinct physiology and position. [160] Curator Bernd Schulz defines sound art as an extension of Rosalind Krauss’s logic of sculpture in the expanded field: “an art form . . . in which sound has become material within the context of an expanded concept of sculpture . . . for the most part works that are space-shaping and space-claiming in nature.” [161] Volume is a useful concept with which to integrate these discourses:
[162]. Sound art, to summarize, is relational, sculptural, volumetric, semantically engaged, and socially charged.Volume: measure of a space, and volume: amplitude of sound. Consider volume as the variability of that space in sound. Consider volume as something within but wholly separate. Consider volume as the invisible and unmarked presence of sound. Consider volume as the intertwine [sic] of the spatial and the sonic . . .
Pandemonium belongs unequivocally to the sound art context, so much so that it insists we not misunderstand the work as a soundtrack added to its site. Rather, the building itself transmitted Pandemonium’s message that sonic force belongs to the sentient body and is meaningful in structuring its relations. Percipients were unlikely to recognize every musical reference in Pandemonium (Cardiff and Miller appropriated so thoroughly that the present analysis can suggest only some of its key trajectories), but their message transmitted through its sheer, affective accumulation of noise strategies. Pandemonium investigated its subject—the stabilized ruin of a real place and its implications for ongoing sensory relations in the world—using noise as at once a powerful concept and concrete, physical material. Pandemonium depended on the social histories and architectural volume of Eastern State Penitentiary, both its serial repetition and the sublimely reverberate scale that could give itself over at any minute to immersive cacophony. Pandemonium awakened that space with a century of allusive noise to trigger a concrete experience of the present. -
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2015-08-21T13:36:54-07:00
single audio player version - Recovering Pandemonium II
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2015-08-21T13:41:47-07:00
[*Expand "Annotations" tab to listen to segments Track 1A-1N as outlined below. Streaming audio depends on your internet connection and may take a few moments to load. Headphones recommended.*]
The central trigger for this multisensory experience was music pulsating in the space. On the extant recording, Pandemonium’s compositional structure sounds deliberately untidy and ambiguous. [21] It progresses sequentially, indeed musically, with repeated, contrapuntal themes that build to a unified climax, but it also intermingles ambient noises to such a degree that the percipient wonders at moments if her ears might be tricking her into making sense of unintended soundings. Pandemonium begins with bass objects tapped in call-and-response patterns up and down the distance of the corridor (Track 1A 00:09–1:03) followed by a similar conversation between treble things (Track 1B 1:04–1:39). This code-like rapping becomes a pulse for the piece, taking up residence in other themes and resurging between later passages. Next, taps diffuse into environmental noises that only tentatively suggest settling foundations, clinking wind chimes, or rattling steam radiators (Track 1C 1:40–2:22). These aimless, abstract sounds, so at home in a stabilized ruin as to seem meaningless, pervade the composition as much as the tapping, returning repeatedly to temper its associative power.
Soon, these two modes blend. Sounds seem at one moment random and the next urgently significant (Track 1D 2:23–3:20). This urgency takes firm, narrative hold for a minute as bass objects crack like gun shots and mount to an alarming volume in the company of rattling treble, but it diffuses just as suddenly when they die off (Track 1E 3:21–4:15). After a few seconds of near-quiet, a double beat of bass drums advances. It reaches a pace like an adrenaline-fueled heartbeat and then ceases (Track 1F 4:16–5:25). An indeterminate, open period follows. Muffled stretches bring to the fore sounds of pigeons flying in and out of the ruin, but a moment later the corridor fills again with indomitable tapping (Track 1G 5:26–6:20). Discrete, repetitive knocks morph gradually into more grooving rhythms, overlapping as they build a dance beat (Track 1H 6:21–7:06). Suddenly, the dance theme is undeniable (6:33). As Cardiff described, “it feels like you’re in a rave, like dance music, like boom-chicka-boom.” [22] This brief, exuberant interlude, teases the percipient then concludes abruptly with four rounds of rhythmic pounding (6:55–7:06).
Methodical ticking ushers in a resonant, repetitive gong like a clock tower counting the hour 24 times (Track 1I 7:07–9:20). Midway through, its timbre transmutes into a low rumbling, and its rhythm slows to an elegiac crawl. After a long silence, a low, clattering glissando rolls up and down the cellblock like batons dragged across bars then beat against an arsenal of timpani (Track 1J 9:21–10:10). An open, transitional period follows, this time featuring indeterminate noises that grow threateningly loud and seem to congregate (Track 1K 10:11–11:20). An eight-beat treble striker counts off, like a conductor or click-track, slowly at first and then once more at twice the speed, initiating a raucous, extended reprise of the ebullient dance theme (Track 1L 11:21–13:54). The dance beat rolls up and down the block in a second glissando, dissipating into ambient noise. Repetitive, unison blows fill the space and accelerate into Pandemonium’s climax (Track 1M 13:55–15:49), which sounds ultimately like a riot fueled by the libidinal release of the dance. Dance beat and militant noises engage one another in a master-level call-and-response before sounding a double beat and coming to an end. Charged silence follows (Track 1N 15:50–16:02) until the tapped exchange signals another loop. [23]
The cellblock announces itself as a totalizing visual experience, but Pandemonium coaxed visitors to look about themselves differently, in more localized ways, as they tracked the sources of these sounds. This iterative process of looking called into question the efficacy of the penitentiary’s visual schema in real lived experience, concentrating its possible nuances and uneven qualities. As Torchia observed, “Visual access to the cells is limited. Those on the second floor are completely out of reach and those on the ground floor are unusually dim.” [24] The grandeur and scale of the space solidified its impression of stillness, unperturbed by whatever was causing the sounds yet the sounds themselves exposed the falseness of this impression. [25] In her review of Pandemonium for Art in America, Carol Diehl corroborated a tension between the immediacy of the sounds and fact that they emanated from “unobtrusive,” “hidden,” and “unseen” sources. [26] In spite of its sublime reserve, the building itself was producing these noises, displacing its intended flows of power away from the singular center toward a plethora of actors emitting trajectories of sound in every direction.Black cords “trailing out of all the cells on both floors” compelled visitors to “walk down the corridor to investigate” the source of these sounds. [27] The live quality of the sound was apparent, and percipients soon caught their makers in action. A single robotic ‘beater’ stood in each cell, snug to its object. Each robot had a distinct visual character, comprising an armature of varying height such as a microphone stand or metal bucket rigged to a wooden drumstick or pedal, Plexiglas wand, metal screw, or felt-wrapped mallet. These strikers were controlled by PianoDisc solenoids, little motors used in player pianos. The thin black cords snaking out of the cells wired the solenoids to a MIDI (Musical Instrument Digital Interface) system with two computer-controlled, pressure-sensitive keyboards. Thick bundles of cable converged on one upstairs cell, revealing the presence of this central system there. Sinuous, rubber tubes spilled over the threshold with a menacing, organic character, like the tentacles of some nesting, alien man o’ war. [28] At the same time, their obvious electronic function suggested artificial intelligence, a DJ booth, or central command on a submarine or spacecraft. The robotic beaters were similarly evocative hybrids. They comprised disparate prefabricated materials, industriously screwed together to perform their singular functions. Posted one to a cell, these automatons became semi-anthropomorphic presences, their appendages thwacking objects with apparent deliberation.Keyboards controlled each side of the aisle. They were wired so that each key sent electrical energy to a single solenoid, which converted it into magnetic force of a predefined pressure along a gradient. The pressure flipped a mechanical switch that pushed the striker into action to make contact with its object with a tap, bang, or crash depending on its setting.
As Miller explained:It’s a mechanical thing. Every sound you hear is an acoustically produced sound, no speakers. A computer controls all these, we call them ‘beaters,’ that hit different things in each cell. And the way we composed it was that we had two keyboards connected to the system and every key was for a different room. [29]
Miller inventoried objects and charted their relative pitches. He added steel drums tactically to a dozen spaces to increase possible volume. His notes translated into a coding system for the keyboards that made legible their connections with the beaters. With Tonmeister Titus Maderlechner, the artists composed the sequence for the beaters to perform together and programmed it on a loop. [30]Pandemonium’s noise multiplied and metamorphosed in dialogue with both the architecture of the cellblock and the bodies of its visitors. Drawn in by suggestions of a ghost story, percipients found themselves instead in the company of robots. Though clearly functional objects, the beaters were uncanny in their own way, seeming individually incommensurate with the force and tenacity of their collective output. They caused mute objects suddenly to resonate, and those vibrations traveled up and down, back and forth through the volume of atmosphere contained in the corridor until deflected by a wall or channeled beyond the block. With hard, angular surfaces, the acoustic environment was bright but also modulated with the fuzzier sounding-boards of visitor bodies, curving vaults, and moist dust piles. [31] Glissandi occur twice in Pandemonium, and in those moments, “every object in every cell [seemed] to be struck in quick succession up and down the block . . . like an x-ray passing through whatever and whomever stands in its way.” [32] Pandemonium offered a remarkably visceral experience of this environment, bringing visitors bodies into intimate contact with a building and world of things that could otherwise feel remote. -
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2015-08-23T22:31:20-07:00
alt recovering pandemonium ii
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2015-08-23T22:31:38-07:00
The central trigger for this multisensory experience was music pulsating in the space. On the extant recording, Pandemonium’s compositional structure sounds deliberately untidy and ambiguous. [21] It progresses sequentially, indeed musically, with repeated, contrapuntal themes that build to a unified climax, but it also intermingles ambient noises to such a degree that the percipient wonders at moments if her ears might be tricking her into making sense of unintended soundings. Pandemonium begins with bass objects tapped in call-and-response patterns up and down the distance of the corridor (Track 1A 00:09–1:03) followed by a similar conversation between treble things (Track 1B 1:04–1:39). This code-like rapping becomes a pulse for the piece, taking up residence in other themes and resurging between later passages. Next, taps diffuse into environmental noises that only tentatively suggest settling foundations, clinking wind chimes, or rattling steam radiators (Track 1C 1:40–2:22). These aimless, abstract sounds, so at home in a stabilized ruin as to seem meaningless, pervade the composition as much as the tapping, returning repeatedly to temper its associative power.
[*Expand "Annotations" tab to listen to segments Track 1A-1N as outlined below. Streaming audio depends on your internet connection and may take a few moments to load. Headphones recommended.*]
Soon, these two modes blend. Sounds seem at one moment random and the next urgently significant (Track 1D 2:23–3:20). This urgency takes firm, narrative hold for a minute as bass objects crack like gun shots and mount to an alarming volume in the company of rattling treble, but it diffuses just as suddenly when they die off (Track 1E 3:21–4:15). After a few seconds of near-quiet, a double beat of bass drums advances. It reaches a pace like an adrenaline-fueled heartbeat and then ceases (Track 1F 4:16–5:25). An indeterminate, open period follows. Muffled stretches bring to the fore sounds of pigeons flying in and out of the ruin, but a moment later the corridor fills again with indomitable tapping (Track 1G 5:26–6:20). Discrete, repetitive knocks morph gradually into more grooving rhythms, overlapping as they build a dance beat (Track 1H 6:21–7:06). Suddenly, the dance theme is undeniable (6:33). As Cardiff described, “it feels like you’re in a rave, like dance music, like boom-chicka-boom.” [22] This brief, exuberant interlude, teases the percipient then concludes abruptly with four rounds of rhythmic pounding (6:55–7:06).
Methodical ticking ushers in a resonant, repetitive gong like a clock tower counting the hour 24 times (Track 1I 7:07–9:20). Midway through, its timbre transmutes into a low rumbling, and its rhythm slows to an elegiac crawl. After a long silence, a low, clattering glissando rolls up and down the cellblock like batons dragged across bars then beat against an arsenal of timpani (Track 1J 9:21–10:10). An open, transitional period follows, this time featuring indeterminate noises that grow threateningly loud and seem to congregate (Track 1K 10:11–11:20). An eight-beat treble striker counts off, like a conductor or click-track, slowly at first and then once more at twice the speed, initiating a raucous, extended reprise of the ebullient dance theme (Track 1L 11:21–13:54). The dance beat rolls up and down the block in a second glissando, dissipating into ambient noise. Repetitive, unison blows fill the space and accelerate into Pandemonium’s climax (Track 1M 13:55–15:49), which sounds ultimately like a riot fueled by the libidinal release of the dance. Dance beat and militant noises engage one another in a master-level call-and-response before sounding a double beat and coming to an end. Charged silence follows (Track 1N 15:50–16:02) until the tapped exchange signals another loop. [23]
The cellblock announces itself as a totalizing visual experience, but Pandemonium coaxed visitors to look about themselves differently, in more localized ways, as they tracked the sources of these sounds. This iterative process of looking called into question the efficacy of the penitentiary’s visual schema in real lived experience, concentrating its possible nuances and uneven qualities. As Torchia observed, “Visual access to the cells is limited. Those on the second floor are completely out of reach and those on the ground floor are unusually dim.” [24] The grandeur and scale of the space solidified its impression of stillness, unperturbed by whatever was causing the sounds yet the sounds themselves exposed the falseness of this impression. [25] In her review of Pandemonium for Art in America, Carol Diehl corroborated a tension between the immediacy of the sounds and fact that they emanated from “unobtrusive,” “hidden,” and “unseen” sources. [26] In spite of its sublime reserve, the building itself was producing these noises, displacing its intended flows of power away from the singular center toward a plethora of actors emitting trajectories of sound in every direction.Black cords “trailing out of all the cells on both floors” compelled visitors to “walk down the corridor to investigate” the source of these sounds. [27] The live quality of the sound was apparent, and percipients soon caught their makers in action. A single robotic ‘beater’ stood in each cell, snug to its object. Each robot had a distinct visual character, comprising an armature of varying height such as a microphone stand or metal bucket rigged to a wooden drumstick or pedal, Plexiglas wand, metal screw, or felt-wrapped mallet. These strikers were controlled by PianoDisc solenoids, little motors used in player pianos. The thin black cords snaking out of the cells wired the solenoids to a MIDI (Musical Instrument Digital Interface) system with two computer-controlled, pressure-sensitive keyboards. Thick bundles of cable converged on one upstairs cell, revealing the presence of this central system there. Sinuous, rubber tubes spilled over the threshold with a menacing, organic character, like the tentacles of some nesting, alien man o’ war. [28] At the same time, their obvious electronic function suggested artificial intelligence, a DJ booth, or central command on a submarine or spacecraft. The robotic beaters were similarly evocative hybrids. They comprised disparate prefabricated materials, industriously screwed together to perform their singular functions. Posted one to a cell, these automatons became semi-anthropomorphic presences, their appendages thwacking objects with apparent deliberation.Keyboards controlled each side of the aisle. They were wired so that each key sent electrical energy to a single solenoid, which converted it into magnetic force of a predefined pressure along a gradient. The pressure flipped a mechanical switch that pushed the striker into action to make contact with its object with a tap, bang, or crash depending on its setting.
As Miller explained:It’s a mechanical thing. Every sound you hear is an acoustically produced sound, no speakers. A computer controls all these, we call them ‘beaters,’ that hit different things in each cell. And the way we composed it was that we had two keyboards connected to the system and every key was for a different room. [29]
Miller inventoried objects and charted their relative pitches. He added steel drums tactically to a dozen spaces to increase possible volume. His notes translated into a coding system for the keyboards that made legible their connections with the beaters. With Tonmeister Titus Maderlechner, the artists composed the sequence for the beaters to perform together and programmed it on a loop. [30]Pandemonium’s noise multiplied and metamorphosed in dialogue with both the architecture of the cellblock and the bodies of its visitors. Drawn in by suggestions of a ghost story, percipients found themselves instead in the company of robots. Though clearly functional objects, the beaters were uncanny in their own way, seeming individually incommensurate with the force and tenacity of their collective output. They caused mute objects suddenly to resonate, and those vibrations traveled up and down, back and forth through the volume of atmosphere contained in the corridor until deflected by a wall or channeled beyond the block. With hard, angular surfaces, the acoustic environment was bright but also modulated with the fuzzier sounding-boards of visitor bodies, curving vaults, and moist dust piles. [31] Glissandi occur twice in Pandemonium, and in those moments, “every object in every cell [seemed] to be struck in quick succession up and down the block . . . like an x-ray passing through whatever and whomever stands in its way.” [32] Pandemonium offered a remarkably visceral experience of this environment, bringing visitors bodies into intimate contact with a building and world of things that could otherwise feel remote.