Josh: From early in your career, you were exposed to two different poles of electronic music culture: early '90s Berlin techno culture, as well as the culture of academic, research-based computer music at Berlin Technical University. The dialectic between these two influences seems to inform your work to this day. Now a professor yourself, do you feel that your work has moved more to the conceptual, installation-based projects meant for academic and art world contexts? Or is the club still equally as important?
Robert: Well, in my opinion, the club culture is such an interesting and diverse culture that it deserves [the same] academic access as classical academic music. I don't see this separation so much between popular culture and serious culture. At some point, everything you do with dedication becomes serious. You spend time researching, getting knowledge, and getting better at what you do, and it's just that the goals or the output is different. But the methodology at some point becomes the same. So if you're making club music for several years, of course you start building your own theory about it. You start doing your homework in terms of researching what other people do. You try to understand why things work the way they do.
It is not different from any academic research. It's just that your goal is to make people enjoy your music in a club context. And the other goal is making people enjoy your music in a different listening environment. For me, this strong separation was always a questionable thing. I always felt that there are good reasons why club music is influenced by a lot of things which come from academic music, and also there is a certain degree of academic computer music which is of course influenced by club music. So for me the separation is a very artificial boundary.
I guess the "edge" comes from the fact that my main interest is always a little bit off from delivering, let's say, a "classical" dance track. That was never my main interest. I like to present music in a club context which works in a club context but still points to other possible ways of perceiving music and experiencing it. So for instance, working with surround sound in a club is something which is unusual and which enforces a different mode of listening, because it basically encourages spatial awareness, which is usually not a topic in a club situation. The music is just there. People don't ask where the music is coming from. But for me, as someone who is completely fascinated by sound itself as a phenomenon, I think clubs are tremendous instruments. So I look at the club and I think, "Ok, there's speakers here and here, and potentially I could place speakers there and there. What does this do with the sound? What does this do with the space?" And I play with this. I enjoy the fact that I am capable of playing with it. And that's how it extends from a normal club situation.
There is no general rule. As far as Ghosts is concerned, this was completely created as a studio situation with a CD in mind as a result. The process of bringing this back into a live situation was a secondary step. Currently I'm working on a project where the performance is the initial impulse. So there won't be a recording in the first place. There will be a performance, and the recording is something which will come as a result of a few successful performances. There's no general working method of mine really. It depends. But for Ghosts, the aim at the beginning was, "I have this material for the CD, so what can I do to put this in a live situation in an interesting way?" The longer I perform it, the more I'm moving away from the initial recording, and the more freedom I find to change things and try out new things and alter things.
Well there's one work I did with [Tarik] called Fundamental Forces, and that's basically a museum installation piece. It's a loop and it's really meant to be experienced as something where you walk in at any time and walk out at any time and experience it in the context of a museum, with this type of focus and context. Therefore, since it's not a concert, there's nothing improvised, nothing spontaneous. This is really composed, every detail is composed there. The Monolake stuff is really based on a setup which allows [Tarik] as well as me to actually improvise. We have a loose concept and a certain technical framework which allows synchronicity at some points, which is important, but not very important. It's also important that we can act freely and can influence each other in a performance that we play together. I can look at what he's doing visually, and he's obviously hearing what I'm doing. If we have really good concerts, then there's really a dialogue going on.
This whole topic of sorting and finding, that's pretty much in general the big issue of the current computer age. The flood of information, and music and art, which are just another type of information. How can we sort out what is relevant and what is irrelevant? How can I find the interesting stuff? This is the big change with filesharing these days. In the old days record labels were actually the gatekeepers. They were basically the quality assurance. You knew that if something comes out on a certain record label, it's good. Now, if record labels are bypassed and everyone's just uploading stuff, you need to find new ways to discover music, find new ways to rate music. But that's happening. I'm feeling very good about the development, because I feel that [the more] electronic music is getting rid of this novelty aspect, the more we can focus on, "Is it actually really good or not?" It's not, "Is it interesting? Is it complicated? Is it technically demanding?" That doesn't matter any more. The only question is, "Do I like it?"
For instance, for the upcoming work I'm preparing, the visual side is created by lasers [Lumiere]. That's in a funny way a very strong limitation, because drawing stuff with lasers is limited, technically. This means I really have to think a lot about what, of all these possible things, do I like to do and in which order. Since I can't draw complex shapes, the order of shapes or the visual rhythm becomes extremely important. And this of course then reflects back on the music. So deciding that I'd like to do a performance with lasers as the base for a visual has suddenly introduced a lot of constraints which force me to think differently about the music that I want to do. These are the things I use as helpers to decide what to do and what not to do.
I personally always am back and forth between very traditional interfaces, like faders, and everything which can be done on an iPad or touchscreen interface. The beauty of these software-based touchscreen interfaces is that you have all the freedom to create new interfaces on the fly, to switch between various interfaces during a performance, to have visual feedback. So there's a tremendous amount of benefits. But the big drawback for me is that with the current technology, you don't feel it. I can easily move five or six physical faders at the same time while talking to you and still create something meaningful. I can't move a single fader on the iPad while I talk to you. So as a matter of fact, for the preparation for the upcoming performance, this laser project, that's a big question mark still. On one side, I'd like to have the ability to change my interfaces and to have all the freedom the touchscreens offer me, so part of me says, "Let's just use three or four iPads on stage and nothing else as an interface." And the other part of me says, "Well, actually I like physical objects and faders. So maybe don't use the iPad at all, [but] a lot of physical faders and knobs, just to have the tactile feeling." I guess it comes down to a hybrid solution.
For the future, I expect that touchscreen interfaces will have tactile feedback. It's so obvious. Try typing a text on the iPad, it's hard. I don't know how often I hit the space bar when I just want to type a "v". This will immediately be much better if there's a physical gap between the space bar and the rest. This is in the making. I guess two or three years from now this will be part of what those touchscreen interfaces offer, and then I might reconsider using only software interfaces.
I try of course to work in the gray area in between. Because a lot of engineering demands creative decisions, and a lot of composition is just good craftsmanship. By giving creative people access to both creative ideas as well as technical understanding, I try to achieve something that is an artist who is really able to express themselves. There's of course good and bad sides to this scenario. I personally come from an engineering background, obviously, so for me the art of engineering is important. I like to really dive deeply into my tools and understand how they work, and I get a lot of creative ideas out of that. But there are other artists who deliberately shut themselves from technology. [These artists are] making technological art, but enjoying the fact that they have people doing the detail work, and therefore being able to step back and have a bigger overview, and saying, "I don't like that, let's have more of this here!" That's a different model of working. Both models lead to different results.
When I teach, I try to engage in a discussion with the students about which model is better for which results, what are the pros and cons. At the end of the day, every artist has for themselves to find an appropriate working style. Maybe for one artist it's important to really dive into the code. What Tarik is doing is impossible without himself writing all the stuff. So he's as much an engineer as an artist. For other people, the fact that they can delegate all the low-level hardware and software work is essential in order to get an overview of what they actually want. The most important thing is that if you're interested in doing art, you're aware of the fact that there are those extremes, and everything in between is possible.
"Let's look at this whole thing from a distance. Let's look at it, whilst it makes suggestions."
It's not that I look at the thing when it's finished, I look at it in the process of creating and think: "Stop stop stop, this is interesting. Why is this interesting? What's happening right now?" And then I try to learn from this. I try to refine the parameters in order to enforce more of what I find interesting. So I build setups which put me in a dialogue with this machine. That's something which I find really beautiful and poetic.
I didn't even see the performance at the beginning, I just saw the machines. I remember it very clearly. There was this box of the machines on the table, and they of course looked interesting, like strange mutated versions of the early iPod. I turned it on and I liked the roughness of the sound, and then I turned on a second one and I noticed, "Ok, it's slightly different." Then I turned on six or seven, and I immediately thought, "Wow, that's great. This is rich, it's spatial, this is interesting." Really my reaction after ten minutes was, "I want to do something with that." And I told [FM3's] Christiaan [Virant], "Hey, I'd like to do a remix of this." After ten minutes it was immediately clear.
The vinyl edition had several reasons why I wanted to do it. First of all, I felt that since the Buddha Machine itself is a physical object, I wanted to have a distinct physical object, which is this box. But I also like the idea that the vinyl itself works as material, simply by DJ culture. So I took the Buddha Machine as material, to create material, which others can use to create material. For instance, I know that the FM3 guys are using the Buddha Machine vinyl in their performances sometimes, so the circle closes. And that's really beautiful. The other aspect is the one you mentioned, about the specifics of the analog medium. There is a magic connected to the fact that there's sound on this wax plate, and it's engraved, you can feel it and see it. And there's this needle tracing it, and you have the imperfections of the tracing, and you can experiment with that in different way. So vinyl's just a very beautiful, interesting medium. I like it as part of my club culture heritage, but I like it also on an abstract level as an interesting, ancient technology.
Well, I have a deadline, which always helps. The premiere is in Krakow at the Unsound Festival on October the 18th. The title is Lumiere, an homage or reference to some french pioneers of cinema, because I paint with moving light. To me, the essence of cinema is moving light.