Technology as Threat
Arful Design Chapter 2
I am responding to Ge Wang's Artful Design, Chapter 2,
in particular the interview on "One Person, One World." Ge's defense of
computer music and music technology innovation felt like reading my own
conversation history from when I was working at a music AI start-up. When my
work came up, reactions were split between intrigue and distrust. The latter
group would ask questions like, "Don't you feel bad putting real composers
out of work?" The short answer was no.
The long answer: While every render our software made was
unique, it was not something unheard of. The way we got to the output was
complex and definitely innovative, but musically, it existed in the same
sphere as stock music libraries. There are countless examples of creative video
scoring, but Academy Awards are not won using stock music offerings. It
is an industry designed to deliver extremely specific emotional content to
the media's end consumer. What does it even mean to innovate in a space where
success necessitates tapping into a listener's pre-existing understanding of
music?
Particularly for orchestral tracks, many stock music composers
use sample packs rather than live recordings. What is the difference between
a human programming an algorithm to put together samples and a human putting
them together manually? When people refer to "real composers," all they mean
is the latter, but algorithms are no less rooted in human authorship. Technical
details aside, the process of my job was very similar to any other stock
music composer's: thinking up chord progressions and rhythms, and making
every instrument work as an ensemble. New technological interventions are
always met with resistance. The argument that computers should stay out of
creative processes makes me imagine someone at the onset of industrialization,
arguing that butter must be churned by hand.
The only time I felt conflicted about my work at Amper was
while developing trip hop. For copyright reasons, we couldn't sample
real-world songs, so a workaround was created to simulate the sampling
aesthetic quintessential for the genre. Sampling is such a human-to-human
transfer, tying together artists across culture, time, and space. Mimicking
that process algorithmically stripped the sounds of their usual layers of
embedded meaning. For stock music applications, this doesn't matter to the
final listener, but it was the first time I had any concerns about the
broader implications of computerizing a creative process.
It seems like the goal of technological innovation for a while
has been to convincingly recreate the physical world, but once something
passes the Turing Test, its true identity still often matters to its users.
Cleverbot
was fun to talk to because you knew it was a computer - if it had just
been some guy, I wouldn't have bothered! As another example, Hatsune Miku is
a completely digital singer, but her fans and listenership have tangible impacts
no different from a traditional pop star. Like Ocarina with ocarinas before
it, she does not emulate a pop star: she is one, and not because she
pretends to be a physical person. The more society considers digital creations
just as real as their physical counterparts, the less they need to mask
themselves as physical objects. Maybe that is the techno-utopia to strive for:
a world in which the digital can flourish on its own terms.