Digital Media

AFFECT FLOW

AFFECT FLOW (2022)
Performance at MUTEK Montreal 2023. Photography by Vivien Gaumand.

2022

AFFECT FLOW is a music performance work of approximately 30 minutes that initiates listeners into a state of “non-naturalist emotion”: emotional manufacture as a technology for survival or pleasure. It is a hybrid of electroacoustic music with live-spoken verbal suggestion, an ensemble of live biofeedback created by hardware synthesisers, and song.

In AFFECT FLOW I use psychological hacks borrowed from method acting and clinical psychology in order to move beyond “natural” emotion, playing with biofeedback music paradigms and group participation through folk hypnosis, verbal suggestion, clinical psychology methods, roleplay, song, and textural sounds.

These performance techniques, which I call “wetware,” challenge the authoritarian aura of quantification, transforming biofeedback into a feminist space of posthumanist connection and expression.

The biofeedback performers (up to 10) in AFFECT FLOW are volunteers referred to as surrogates who meet me a half hour before the performance. After a brief musical interlude, I extend an invitation for the audience to join us in guided visualization and hypnosis led by me and my voice. Each surrogate operates a BioSynth, a musical instrument of my design that responds to physiological markers like heart rate, breathing, and skin conductance as a control parameter for electronic sound. The mechanics of the BioSynths are explained clearly, allowing listeners to perceive the shifting mood in the room during the performance through the bodies of the performers. This collaborative interplay of bodies gives rise to affect as an ecological relation, transcending individual subjectivity.

A lightbulb illuminates at the feet of each performer when their signals are amplified. Because I can control the audio outputs of each body via a mixing board, I can highlight solos, duets, trios, and ensemble moments live in the moment.

Credits

Affect Flow (2022)
Music composition and performance by Erin Gee.

Dramaturgy and text by Jena McLean. Poetry by Andrew C. Wenaus.

BioSynth affective hardware synthesizers are an open-source project by Erin Gee. Programming for this iteration by Etienne Montenegro with sonification programming by Erin Gee. PCB design by Grégory Perrin.

Click here for the BioSynth GitHub.

Click here for Tech Rider

Performances:

International Symposium of Electronic Art. CCCB Barcelona, ES, May 2022.

Society for Art and Technology, Montreal CA, July 2022.

Vancouver New Music – Orpheum Annex, Vancouver CA November 2022.

Electric Eclectics Festival, Meaford ON, CA, August 2023

MUTEK Montreal, CA, August 2023.

AFFECT FLOW (2022) at Vancouver New Music, Vancouver.

We as Waves

We as Waves (2021)
Premiere performance at Akousma Festival, Montreal.
Photography by Caroline Campeau.

2020

ASMRtronica is an ongoing project developed in the artist’s home-studio during the novel coronavirus pandemic: a manifestation of a desire for intimacy in sound, when touch was not possible. This is a style of music applied to several works as Gee develops her own vocabularies of psychosomatic performance.

Through ASMRtronica, Gee brings to life a combination of electroacoustic music and the sounds of Autonomous Sensory Meridian Response (ASMR) videos: clicks, whispers, soft spoken voice, taps, and hand gestures inspired by hypnosis, tactility, intimacy, and verbal suggestion. Through ongoing development of this genre, she explores the sonic limits of the sensorial propositions of ASMR, journeying into embodied and unconscious feedback loops in sound.

Credits

We as Waves (2020)
Released August 2021 by Erin Gee.
Music composition and performance by Erin Gee. Text by Jena McLean. Videography by Michel de Silva.

To the Farther (2020)
Released September 8, 2020 by Erin Gee.
Music composition and art by Erin Gee.

We as Waves

We as Waves (2020) is a collaboration between myself and queer playwright Jena McLean. The text in this work is inspired by an essay by feminist theorist of electronic music Tara Rodgers. What does it mean to enter into an affective relationship of touch with sound? The work embodies a dark narrative of sonic becoming aided by hypnosis and physiological relationship to sound and voice, closed by the the following quotes from queer theologist Catherine Keller:

“As the wave rolls into realization, it may with an uncomfortable passion
fold its relations into the future: the relations, the waves of our possibility,
comprise the real potentiality from which we emerge…”

“We are drops of an oceanic impersonality. We arch like waves,
like porpoises.”

We as Waves (2020)

To the Farther

In September 2020 I launched To the Farther as part of MUTEK Montreal’s online exhibition Distant Arcades. It is first a series of music that explore the limits of tactile whispers, proximity, and hypnotic language through ASMR and electronic sound.

To the Farther is the title of the first iteration: A fresh take on texture, form, and the plasticity of reality under digital transformations, also is a “remix” of my ASMR recordings made in Machine Unlearning (2020).

To the Farther (2020)

Audio PlaceboPlaza

Audio Placebo Plaza: Montreal Edition

Poster for Audio Placebo Plaza: Montreal Edition (2021)

2021

In June 2021 the trio transformed a former perfume shop in the St Hubert Plaza of Montreal into a pop up radio station, sensory room, therapist office, and audio production studio, uniting these spaces through the aesthetics of a sandwich shop or cafe to offer customizable audio placebo “specials” and “combos” to the public.

Founded upon principles of feminism, socialism, and audio production excellence, Audio Placebo Plaza invites everyday people to take appointments with artists to discuss how an audio placebo could help improve their lives. These appointments are entirely focused on the individual and are in themselves part of the process. Common topics of discussion included increasing productivity, self-esteem, self-care, social interactivity, brain hacking, mitigating insomnia, and pain management, but also one’s aural preferences, sensitivities, and curiosities. Intake sessions were conducted in a blended telematic/in-person structure to determine one’s familiarity and comfort levels with a variety of psychosomatic audio techniques including but not limited to soundscapes, binaural beats, simulated social interactions, positive affirmations, drone, participatory vocalization, ASMR, guided meditation and deep listening.

After the consultation is complete, team members met to discuss each participant’s case to fulfill their “prescription,” and also to divide the labor amongst the three creators. The collaborations are non-hierarchical, adaptive, and simultaneous: one might be working on up to four projects at a time, or trade tasks depending on one’s backlog of labor. Labor is divided into recording sounds, conducting intake sessions, writing scripts, performing spoken or sung content, writing music, editing and audio mixing, cleaning and maintaining the shared spares, and communicating with visitors or walk-ins.

Audio Placebo Plaza Radio broadcast was facilitated through a pirate radio transmitter as well as an internet radio station. We broadcast completed placebos, shared technical advice and performance practices during informal critiques, work sessions in progress through the DAW, and sometimes informal chats with visitors. Intake sessions were also broadcasted (with the consent of visitors).

Through Audio Placebo Place, we explore and develop methods for sound and music that propose emotional labor, listening, collaboration and “music as repair” (see Suzanne Cusick, 2008) as key elements that shape the sonic-social encounter between artists and the public.

Can placebos help?
Does sound have the power to process complex emotions?
Can music give you what you need?
Is this even music?

Credits

Audio Placebo Plaza is a community sound art project conceived by Julia E Dyck, Erin Gee and Vivian Li .

Graphic design by Sultana Bambino.

Gallery

Photo Credits
Audio Placebo Plaza Poster

Presence

Presence (2020)
Screen capture from performance at Network Music Festival 2020. Online.

2020

In Presence, artists Erin Gee and Jen Kutler reconfigure voice and touch across the internet through a haptic/physical feedback loop, using affective and physical telematics to structure an immersive electronic soundscape through physiological response.

(March 2020) I was quarantining intensely during the coronavirus pandemic when Jen Kutler reached out to me asking if I would like to collaborate on a new work that simulates presence and attention over the network.  We have never met in real life, but we started talking on the internet every day. We eventually built a musical structure that implicates live webcam, endoscopic camera footage, biosensor data, sounds rearranged by biosensor data, ASMR roleplay and touch stimulation devices delivering small shocks to each artist. We developed this work at first through a month-long intensive online residency at SAW Video, while in conversation with many amazing artists, curators and creative people.

Presence is a telematic music composition for two bodies created during the Spring of 2020, at the height of confinement and social distancing during the COVID19 epidemic in Montreal and New York state. This work has been performed for online audiences by both artists while at home (Montreal/New York), featuring Gee and Kutler each attached to biosensors that collect the unconscious behaviours of their autonomic nervous systems, as well as touch simulation units that make this data tactile for each artist through transcutaneous nerve simulation.

Audiences are invited to listen attentively this networked session for physicalized affect through the sonification of each artists’ biodata, which also slowly triggers an ASMR roleplay that is actively reconfigured by the bodily reactions of each artist. Music and transcutaneous electronic nerve stimulation is triggered by listening bodies: these bodies are triggered by the sounds and electric pulses, everything in the system is unconscious, triggering and triggered by each other through networked delays, but present. Through this musical intervention the artists invite the listeners to imagine the experience and implicate their own bodies in the networked transmission, to witness the artists touching the borders of themselves and their physical spaces while in isolation.

Credits

web socket for puredata (wspd) created for Presence by Michael Palumbo. Available on Github here.

Biodata circuitry and library created by Erin Gee. Available on Github here.

Electronic touch stimulation device for MIDI created by Jen Kutler. Available on Github here.

Performance built with a combination of puredata (data routing), Processing (biodata generated visuals), Ableton Live (sounds) and OBS (live telematics) by Erin Gee and Jen Kutler.

Presence was created in part with the support from SAW Video artist-run centre, Canada.

Exhibition/Performance history

SAW Video “Stay at Home” Residency March-April 2020

Network Music Festival July 17 2020

Fonderie Darling – As part of Allegorical Circuits for Human Software curated by Laurie Cotton Pigeon. August 13 2020

Video

Presence (2020)
Performance by Erin Gee and Jen Kutler at Network Music Festival.

Gallery

Machine Unlearning

Vision calibration from Machine Unlearning (2020).
Photography by Elody Libe. Image courtesy of the artist.

2020

In Machine Unlearning, the artist greets the viewer and slowly offers them a unique neural conditioning “treatment”: sonically reproducing the unraveling outputs of an LSTM algorithm as it “unlearns” through whispering, moving backwards in time through its epochs of training.

This aural treatment is couched in a first-person roleplay scenario that grounds the viewer through a series of simple audio visual tests. At no point is the neural network technology “seen” – it is instead performed by a human interlocuter, translated into affective vocality and whispered text. The algorithm was created by media artist Sofian Audry, and trained on the text of Emily Brontë’s novel Wuthering Heights (1847). This novel was chosen in part because of its richly poetic syntax, but also for its feminine vocality and conceptual themes of love and intergenerational trauma. Machine Unlearning is a novel combination of neural network technologies and the popular internet genre “Autonomous Sensory Meridian Response,” or ASMR. ASMR is a social media genre that has developed largely through massive social media metrics in the form of upvotes, clicks, comments, subscribes, and likes in response to audio visual stimuli that creates feelings of mild euphoria, relaxation and pleasure. ASMR fans online seek out specific video content that causes the physiological reaction of “tingles” – tingling sensations across the skin, a mild body high, or simply a means of falling asleep. Gee considers ASMR as a form of psychosomatic body hacking. By combining machine learning with ASMR, Gee draws parallels between cutting edge autonomous/non-conscious algorithms and the autonomous/unconscious functions of the human body. Just as ASMRtists use specific sounds and visual patterns in their videos to “trigger” physical reactions in the viewer, machine learning algorithms also unconsciously respond to patterns perceived through limited senses in order to develop learning (and unlearning) results. The artist’s emphasis on whispering the textual outputs of the algorithm as it slowly “unlearns” allows the listener to grasp the materiality of machine learning processes at a human level, but also a subconscious level: allowing one’s body to be mildly and charmingly “hacked” through soft and gentle play.

The use of the word “intelligence” in the metaphor of AI focuses on higher functions of consciousness that algorithms do not possess. While algorithms have not meaningfully achieved a humanistic consciousness to date, today’s algorithms act autonomously on sensory information, processing data from its environment in unconscious, automatic ways. The human brain also responds unconsciously and automatically to sensory data in its environment, for example, even if you are not conscious of how hot a stove is, if you place your hand on a hot stove, your hand will automatically pull away. These unconscious, physiological actions in the sensory realm points to an area of common experience between algorithms and the human.  For more explanation of these ideas, take a look at the work of postmodern literary critic N. Katherine Hayles in her 2017 book Unthought: The power of the cognitive nonconscious.  In this way I wonder if the expression “autonomous intelligence” makes more sense than “artificial intelligence”, however like posthumanist feminist Rosi Braidotti I am deeply suspicious of the humanist pride that our species takes in the word “intelligence” as something that confers a special status and justification for domination of other forms of life on earth.

Credits

Photography and videography by Elody Libe.

Production Support: Machine Unlearning video installation was produced at Perte de Signal with the support of the MacKenzie Art Gallery for the exhibition To the Sooe (2020) curated by Tak Pham.

The roleplay performance was developed during my artistic residency at Locus SonusÉcole Superieur d’art d’Aix en Provence and Laboratoire PRISM.

Custom LSTM Algorithm created by media artist Sofian Audry

Video

Machine Unlearning (2020)
Videography by Elody Libe

Gallery

This work was first developed as a performance that debuted at Cluster Festival, Winnipeg in 2019.  During live performance, each audience member dons a pair of wireless headphones.  The performance allows the audience members to see the ASMR “result” of the performance for camera, simultaneous with the ability to see my “backstage” manipulation of props and light in real time.

of the soone

of the soone (2018) Print

2014

A disembodied voice invites the listener to partake in a speculative audio treatment that promises to awaken underdeveloped neural passageways through exposure to the non-human processes of neural network language acquisition.

In this work, media artists Erin Gee and Sofian Audry expose listeners to the architectures of an artificial intelligence algorithm through the sounds of an Autonomous Sensory Meridian Response (ASMR) roleplay. ASMR is a genre of audio and videomaking developed by internet aficionados interested in using specific everyday sounds (whispering, soft voice, crinkling and textured sounds) alongside verbal suggestion to “trigger” pleasant tingling reactions in the body of the listener. The artists combined these ASMR principles of sound with artificial intelligence to create a speculative neural conditioning treatment. In of the soone, the listener encounters a soft female voice that whispers a script written by a machine learning algorithm as it slowly loses its neural training and “forgets.” This combination of algorithmic text and ASMR connects the unconscious, automatic processes of artificial intelligence algorithms to the autonomous reactions of the human body to sound, using intimacy to “hack” into the subconscious of the human listener and recondition neural pathways.

Exhibition history

October 2020: Digital Cultures: Imagined Futures Audio Programme curated by Joseph Cutts. Adam Mickiewicz Institute, Warszawa Poland

June 9 to August 19, 2018: Pendoran Vinci. Art and Artificial Intelligence Today  curated by Peggy Schoenegge and Tina Sauerländer. NRW Forum, Düsseldorf, Germany

January 2018: Her Environment @ TCC Gallery, Chicago

Sounds

of the soone (2018)

Gallery

of the soone – print. text 2018. Courtesy of artists.

Project H.E.A.R.T.

Project H.E.A.R.T. (2017)

2017

A biodata-driven VR game where militainment and pop music fuel a new form of emotional drone warfare.

A twist on popular “militainment” shooter video games, Project H.E.A.R.T. invites the viewer to place their fingers on a custom biodata device, and summon their enthusiasm to engage their avatar, Yowane Haku, in “combat therapy.” Fans of the Vocaloid characters may recognize Haku as the “bad copy” of Japanese pop celebrity Hatsune Miku, a holographic personnage that invites her fans to pour their content and songs into her virtual voice.

The biosensing system features a pulse sensor, and a skin conductance sensor of Gee’s design. Through principles of emotional physiology and affective computing, the device gathers data relative to heart rate and blood flow from index finger, and skin conductance from middle and ring fingers of users. The biodata is read by a microcontroller and transferred to Unity VR, thus facilitating emotional interactivity: a user’s enthusiasm (spikes in signal amplitude in skin conductance, elevated heart rate, and shifts in amplitude of the pulse signal) stimulates the holographic pop star to sing in the virtual warzone, thus inspiring military fighters to continue the war, and create more enemy casualties. At the end of the experience the user is confronted with their “score” of traumatized soldiers vs enemies killed, with no information whether this means that they won or lost the “game”.

The user is thus challenged to navigate soldier’s emotional anxieties and summon their positivity to activate Haku’s singing voice as soldiers battle not only against a group of enemies, but also against their own lack of confidence in times of global economic instability.

The landscape of Project H.E.A.R.T. was built from geopolitically resonant sites found on Google Maps, creating a dreamlike background for the warzone. In-game dialogue wavers between self-righteous soldier banter typical of video games, and self-help, bringing the VR participant to an interrogation of their own emotional body in a virtual space that conflates war, pop music, drone technology, and perhaps movement-induced VR nausea.

As Kathryn Hamilton pointed out in her 2017 essay “Voyeur Realism” for New Inquiry,

“VR’s genesis and development is in the military, where it has been used to train soldiers in “battle readiness,” a euphemism for: methods to overcome the innate human resistance to firing at another human being. In the last few years, VR’s usage has shifted 180 degrees from a technology used to train soldiers for war, to one that claims to “amplify” the voices afflicted by war, and to affect “world influencers” who might be able to stop said wars.”

Credits

Narrative Design: Sofian Audry, Roxanne Baril-Bédard, Erin Gee
3D Art: Alex Lee and Marlon Kroll
Animation and Rigging: Nicklas Kenyon and Alex Lee
VFX: Anthony Damiani, Erin Gee, Nicklas Kenyon
Programming: Sofian Audry, Erin Gee, Nicklas Kenyon, Jacob Morin
AI Design: Sofian Audry
Sound Design: Erin Gee, Austin Haughton, Ben Hinckley, Ben Leavitt, Nicolas Ow
BioSensor Hardware Design: Erin Gee and Martin Peach
BioSensor Case Design: Grégory Perrin
BioSensor Hardware Programming: Thomas Ouellet Fredericks, Erin Gee, Martin Peach
Featuring music by Lazerblade, Night Chaser and Austin Haughton
Yowane Haku character designed by CAFFEIN
Yowane Haku Cyber model originally created by SEGA for Hatsune Miku: Project DIVA 2nd (2010)
Project H.E.A.R.T. also features the vocal acting talents of Erin Gee, Danny Gold, Alex Lee, Ben McCarthy, Gregory Muszkie, James O’Calloghan, and Henry Adam Svec.

Thanks to the support of the Canada Council for the Arts and AMD Radeon, this project was commissioned by Trinity Square Video for the exhibition Worldbuilding, curated by John G Hampton and Maiko Tanaka.

This project would have not been possible without the logistical and technical support of the following organizations:

Technoculture Art and Games Lab (Concordia University)

Concordia University

ASAP Media Services (University of Maine)

Exhibition history

November-December 2017  Worldbuilding @ Trinity Square Video, Toronto

February-March 2018 Future Perfect @ Hygienic Gallery, New London Connecticut

April 26-28, 2018 @ Digifest, Toronto

June 7-17, 2019 @ Elektra Festival, Montreal

January 2020 @ The Artist Project, Toronto

October 2020 @ Festival LEV Matadero, Spain

Links

Project H.E.A.R.T. official website
Worldbuilding Exhibition Website
Review in Canadian Art
My research blog: Pop and Militainment
Featured on Radiance VR

Video

Project H.E.A.R.T (2017)
Installation and Gameplay

Gallery

Erin Gee - 7 Nights of Unspeakable Truth at Nuit Blanche Toronto 2013

7 Nights of Unspeakable Truth

7 Nights of Unspeakable Truth at Nuit Blanche Toronto (2013)
7-channel audio installation, woven blankets, text work
8 hours duration

2013

It’s a search for disembodied voices in technotongues.

7 Nights of Unspeakable Truth is a recording that consists of dusk-till dawn searches for number stations on shortwave radio frequencies. Arranged in order, from day one to day seven, the installation allows one to physically walk through seven evenings of shortwave, synchronized in their respective times, in physical space. This spatialization of each night allows listeners to observe patterns and synchronicities in Gee’s nightly search for unexplained broadcasts that consist only of numbers, tones and codes.”

This body of work is informed by my fascination with mystery, symbolic organization and communication. I take on the nocturnal patterns of a solitary listener, connecting to other enthusiasts via online chat in order to share an obscure passion. The patterns of my searching during 7 Nights of Unspeakable Truth are woven directly into blankets, another evening activity partaken during Nuit Blanche 2013 in which I encoded and wove my audio searches into a physical form that you could wrap yourself in while you listen – two different versions of encoded time on radio airwaves.

More on this work:

Gautier, Philippe-Aubert. “Multichannel sound and spatial sound creation at Sporobole: A short account of live performance, studio design, outdoor multichannel audio, and visiting artists.” Divergence Press #3: Creative Practice in Electroacoustic Music (2016).

Exhibition/Performance history

Nuit Blanche Toronto (2013)

Links

Additional Research by Erin Gee
Academic article by Philippe-Aubert Gautier

Video

7 Nights of Unspeakable Truth (2013)

Gallery

7 Nights of Unspeakable Truth (2013)

Voice of Echo

Voice of Echo Series (2011)
Works for video, audio, and archival inkjet prints.

2011

Propelling the mythology of Narcissus and Echo into a science-fiction future, I translate Echo’s golem-like body into a digital environment.

I became Echo in a silent performance for camera: a love song for an absent Narcissus (who is necessary to give Echo presence at all!). I later interpret the digital data from these images not in imaging software, but instead in audio software, revealing a noisy landscape of glitch, expressivity and vocality.  I bounced the data back and forth between the audio and image softwares, “composing” the visual and audio work through delays, copy/paste of image. While the natural world and human perspective created a cruel hierarchy between a human subject/image and a golem-like nymph who was invisible except as voice, technology and machine perspective allow the image and the sound to coexist and presuppose one another. The work is a futurist, emancipatory tale of non-human wrenching itself from dependency on human and instead revealing itself as an entangled, co-constitutive force.

What is the Voice of Echo?  It exists as repetition – of human voice, of Narcissus, a voice that extends anothers’ voice, this other body is somehow more tangible than Echo’s own body. The voice of echo and other non-human voices are unconscious and environmental, ambient, existing beyond symbolic content, the repetitions. The voice of Echo exists as a bouncing of processes, a distortion, a glitch, born of a love and desire uttered but never really heard.

I took stills from this love song and translated the raw visual data into an audio editing program, choosing particular interpretation methods to “compose” the echo.  I bounced this data between photoshop and audacity multiple times, eventually coming at glitched sounds of data interpretation, as well as an accompanying distorted image for each “song”.  Echo may only traditionally exist as a re-utterance of Narcissus’ voice, but in this case her cyberfeminist reimagining points at perverse loops somewhere between love, repetition and becoming.

Exhibition history

Dream Machines. TCC Chicago. Curated by Her Environment, August 16-30 2016.

Voice of Echo (solo exhibition) Gallerywest, Toronto. Curated by Evan Tyler, January 5–27, 2012.

Parer Place Urban Screens. Queensland University of Technology, Brisbane AUS. May 18-20 2012.

Uncanny Sound. TACTIC, Cork, Ireland. Curated by Liam Slevin, September 14-24 2012.

Contemporary Projects. Curated by David Garneau and Sylvia Ziemann, Regina SK, 2011.

Links

Essay by G. Douglas Barrett (2011)
Review - Zouch Magazine Toronto

Sounds

Voice of Echo (2011)

Video

Voice of Echo: Song of Love for Technological Eyes (2011)
silent HD video for monitor playback, 18:01 (looped)  Photography by Kotama Bouabane.

Echo is in love with recording technology, particularly the video camera. The mirrors emanating from her throat are her concrete manifestations of her voice – the lovesong intended for the camera’s eye.

Above is the “original video work” that got the call and response process started.

Gallery

No grid was found for: Voice of Echo.

Voice of Echo (2011)