Benoit Maubrey

Last updated
Benoit Maubrey
Born1952
Washington D.C
Known forDance, Music, Sculpture, Technology
StyleElectroaccoustic Sculptor

Benoit Maubrey is an often exhibited contemporary American artist born in 1952. [1] While Maubrey falls under the technical title of a sculptor, he labels himself as the creator of "electroacoustic sculptures." [2] These sculptures combine both three-dimensional work and sound in different variations of performance and sculpture. he has made contributions to the fields of dance, sculpture, sound, and technology by combining all three in his "Audio Ballerinas." [3] The "Audio Ballerinas" are particularly important because not only do they eliminate the distinct separation between the performer and the audience by the stage, they also allow the dancers to create the music and dance at the same time. This is vastly different from percussion dance groups, such as the popular group STOMP, because they create a new auditory and visual language in the art world. Currently, Maubrey is the director of a traveling Berlin-based art group called DIE AUDIOd GUPPE. [4] [5]

Contents

Sculptures

There are three main categories that Maubrey's sculptures fall under. The first one is a gate/wall/structure built of speakers. The second reimagines everyday objects being replaced by speakers and the third has sculptures emitting sound.

Performances

The Evolution of the Audio Ballerinas

Maubrey's wearable acoustic systems started back in 1982 when he bought some second-hand clothing and attached loudspeakers, amplifiers, batteries and walkmans to these clothes. A few years later in 1989, the electronic tutu first emerged when he started playing around with solar panels. A dancer friend of his visited his studio and remarked on how similar it looked to a tutu.

The first rendition of the tutus operated on solar panels and created sound based on the professional dancer's movement and the surrounding light available in the environment. This allowed for music production and dance to be created as one unit instead of two separate things. Traditionally, western dance would be performed on a stage and the music in the pit by either a symphony or orchestra. The music would be conceived and written first and then, the dance on stage would be choreographed. Around Maubrey's time the same was true even of street performance artists. The music would already be in existence and the dancer would react to it. Here, both occur simultaneously. Not only that but, the dance is what makes the music and the traditional order is flipped.

The next addition involved the use of metal rakes that would scrape along the ground and being attached to sensors would create different sounds based on pressure, texture of surfaces, and speed. This not only allows for the dancers to create the music but also the environment. So, no longer is the performance separated from the things surrounding it but instead, exists in the then and there and cannot be exactly replicated.

Then, Maubrey took it step further. Now, the dancers themselves created, dictated, and controlled what sound was being made, instead of the light or the environment. The black bands on her arms and torso are sensors that react and make certain sounds based on movements. The dancer has to learn the specific movements and the associated sounds and thus, focuses more on the creation of music instead of just the movement with sound being the side effect. This allows the dancer to not only captivate the visual but also the auditory component.

Another aspect to allowing the dancers control over making and mixing the music on spot is making sound visualized. One does not see a vibrating pulsing line most associated with computer programs that let us see the audio line. Instead, a specific visual language is created with not only movement but also sound. This is different from other performance groups that seek to make music and dance at the same time such as the popular group known as STOMP.

The difference between the two, is that STOMP uses a visual and auditory language that already exists. A person stomps their foot, a loud thump is made. A person hits a trashcan with a drumstick, an almost snare like effect is created. Their focus is less on dance and more on the music. They simply replace traditional instruments with common objects and focus on percussion which is closely linked to already existing tribal dances.

A further separation between STOMP and Maubrey's tutus can be seen in the next generation of the tutu which not only includes movement based sensors but also samplers and microphones. This allows for the audience and the environment to create auditory input and for the dancer to record it, replay it, and to change it with dance and a mixing device. Thus, the dancer has the option to create music and then react to it or to do the two simultaneously. Allowing their movements to do the mixing. This includes other instrument, as seen here, the human voice, environmental sounds, etc. Thus, increasing audience involvement and possible participation further removing the distinction between the audience and stage.

The removal of this distinction also affects the dancers authorship. With audience involvement and the environmental factors it becomes less of a solo performance and more of a collaboration. Some of these collaborators are conscious of being involved but, due to the sensitivity of the microphones, passersby become unknowingly part of the show by either their footsteps, their car, even a clearing of a throat.

The final real change that occurred in the electronic tutus before they evolved into another form completely was the inclusion of the radio receivers. These receivers were powered by solar panels, going back towards Maubrey's original ideas, and these receivers picked up radio waves by the way that the dancers positioned their bodies in sunlight. These solar panels were attached to the dancer's head and arms. The difference between this edition of the solar powered tutu and the first rendition of it is that by using radio waves, the dancer could pick up actual radio stations and white noise. Thus, the environment is not the only collaborator with the dancer but instead, the light itself, when partnered with radio waves, becomes a dance partner that the dancer has to react to and work with.

These audio ballerinas break through the barriers between music and dance, performance and audience, and technology and tradition. A perfect example of mixing technology and tradition can be seen in the next evolution of sound clothes, the audio geisha. Created in 1997, the audio geishas include light sensors on the kimono and the dancers hands, movement sensors, a small portable guitar amplifier, microphones, infrared sensors, and radio receivers.

The geishas created music similarly to the audio ballerinas but, they also used traditional instruments often associated with their dances. Another additional detail is that the audio ballerinas were also incorporated in the performance.

In all, Maubrey's sound tutus and geishas seek to redefine the relationship between the auditory, visual, and performative arts with the use of developing technology in order to break down barriers. [2]

History of Exhibitions and Performances

Maubrey has exhibited several times a year since 1985 in mostly the Western world.

YearEvent/Gallery NamePlace
1985
Bundesgartenschau 85Berlin, Germany
Berlin in the Gasteig Art CenterMunich, Germany
Alternativa IVLisbon, Portugal
1986
ARS ELECTRONICA Linz, Austria
The Mattress Factory Pitssburg, PA, United States
Berlin Atonal FestivalBerlin, Germany
1987
STEIRISCHE HERBSTGraz, Austria
Galerie GiannozzoBerlin, Germany
1988
Festival des Arts ElectroniquesRennes, France
Parcours Sonores, Musee de la VilletteParis, France
Festival of European Street TheatreAurillac, France
1989
Festival PERSPECTIVESSaarbrücken, Germany
1990
Festival les Arts au SoleilAeronef Lille, France.
Sound Symposium, St. John'sNewfoundland, Canada
“Urbane Aboriginale”Berlin, Germany
1991
European Land Art BiennaleCottbus, Germany
INTERFERENZEN– Art from West BerlinRiga, Lettland, Latvia
1992
Cleveland Performance FestivalCleveland, Ohio, United States
The Night of ElectricityRotterdam, Netherlands
Third International Symposium for Electronic Ar,Sydney, Australia
1993
MEDIALEHamburg, Germany
Art and Computers, University of MoscowMoscow, Russia
“Augenlied”, Schloß PluschowMecklenburgische Künstlerhaus, Germany
BECK ForumMunich, Germany
ULTIMA FestivaOslo, Norway
1994
“Audio Drama”, Theatre zum Westlichen StaathirschenBerlin, Germany
International Symposium for Electronic ArtHelsinki, Finland
German Television Video Prize, SWF,Baden-Baden, Germany
1995
Kraków (THE KRAKOVIAN MEETINGS ).Kakrow, Poland
Sound Art FestivalHannover, Germany
1996
Sound Art Festival, Kraków.Kakrow, Poland
1997
AUDIO GEISHAS, ICC-NTT Tokyo City Opera House.Tokyo, Japan
ISEAChicago, Illinois, United States
Ostranenie Festival, Stiftung Bauhaus / Dessau.
XIX International Triennale Exhibition of Milan.
SONAMBIENTE Sound Art Festival, Academy of Arts, Berlin.
International Street Theatre Festival, Holzminden (1st Prize for “Mobility and Flexibility”).
“Audio Ballerinas and Electronic Guys” Tour/ USA, The KITCHEN (NYC), Scena Theatre (Washington, D.C.), Buskers Fare (NYC).
KRYPTONAL Festival, Berlin.
38eme Rugissants, Grenoble.
1998
MALTA Festival, Poznan, Poland
Stockton Riverside Festival, UK.
International Symposium for Electronic Arts, Chicago.
“Audio Ballerinas and Electronic Guys” USA tour, The Kitchen (NYC).
MALTA Festival,Poznan, Poland.
Stedelijk Museum, Amsterdam
1999
IDAT (International Dance and Technology Conference),Phoenix, Arizona.
Danzdag, Kulturhus Aarhus, Denmark.
“Audio Ballerinas and Electronic Guys“ , Theatre am Hallesches Ufer / Berlin.
AUDIO IGLOO, commissioned electro-acoustic sculpture at Hull Time Based Arts, UK.
Les Nuits Savoureuses de Belfort, France.
2000
Monaco Dance Danses Forum, Montecarlo.
Kulturbro Festival (Ystad, 2000).
Tollwood Festival, Munich.
Potsdamer Musikfestspiele, Potsdam.
Geisha 3.0, Dock 11, Berlin.
2001
Kunstmuseum Wolfsburg
Berliner Festspiele
New Haven Festival for Arts and Ideas
Seoul Performing Arts Festival
Medi@terra, Athens
Musee des Arts et Industrie, Saint-Etienne
FETA Festival, Gdansk
2002
AUDIO BALLERINAS, Location One, NYC.
HIGH FIDELITY production, Musiktheater im Revier, Gelsennkirchen (co-production mit Berndt Schindowski)
AUDIO PEACOCKS, Artist in Residence at Lieux Publics, Marseille.
Hamburger Bahnhof, Museum fuer Gegenwartskunst, Berlin.
Potsdamer Festspiele.
2003
2004
“Sonoric Atmospheres”/Ostseebiennale der Klangkunst.
AUDIO IGLOO, sound sculpture in the Singuhr-Hörgalerie, Parochial Church/Berlin.
Thailand New Media Art Festival/Bangkok.
“Soundscape & Shadow” Musikfestival, Denkmalschmiede Höfgen
Lowlands Festival., Holland
Schweriner Kultursommer.
LEM Festival (Gracia Territoria Sonor), Barcelona
BUGA Park Potsdam, AUDIO PEACOCKS, gARTen event.
2005
CORPUS Festival, Brugge, Belgien.
The ELECTRONIC GUY solo Tour, Vancouver (Video In), NYC (Location 1).
Die Blaue Nacht, Nurnberg.
2006
ROBODOK Festival, Amsterdam.
Taipei Digital Arts Festival, Taiwan.
Sitelines Festival, NYC.
Lange Mozart Nacht, Augsburg.
SIGGRAPH, Boston.
Digital Arts Week, Zurich.
2007
IM AUGE DES KLANGS, Schloss Moyland/ Joseph Beuys Archive.
INGENUITY, Cleveland Festival for Arts and Technology. Audio Ballerinas
Digital Arts Week, Zurich.
2008
MOSTRA DES ARTES SESC/ São Paulo, Brazil. Audio Ballerinas
Hohenrausch Festival/ Rostock. Video Peacocks/ CyberBirds
MUSICA EX MACHINA/ Bilbao. Audio Ballerinas
Festival Musique de Rue, Besançon. Audio Ballerinas+ Audio Peacock
2009
NAISA, Toronto. Feedback Fred + Audio Ballerina
Berlinische Galerie, Berlin.Audio Ballerinas
2010
TONSPUR_expanded: the Loudspeaker/Vienna, the AUDIO GUILLOTINE
ObArt Festival,Kirschau/Bautzen, SORBEN 3000 (Performances) and SPEAKERS GATE
Le Jardin d’O, Montpellier.Audio Ballerinas
Zero1 Festival, San Jose Biennale, San Jose Ca. Audio Ballerinas
2011
SPOR festival Aarhus, Ballet a Larsen Project.
Festival Accroche-Coeurs, Angers (F). (Audio Ballerinas, Audio Cyclists, Audio Geishas, Plantagenets 3000 + MUR SONORE Sound Sculpture).
2012
ZKM / Karlsruhe, SOUND ART. TEMPLE Sound Sculpture.
STATT FARBE: LICHT Festival Bauhaus/Dessau (Audio Ballerinas + Audio Peacocks).
Temporäres Kunstprojekt in Helle Mitte, Hellersdorf/Berlin (Audio Ballerinas + Audio Peacocks).
2013
Skulpturenmuseum Glaskasten Marl. AUDIO IGLOO Sound Sculpture.
European Cultural Capital / Kosice, Slovakia (Audio Ballerinas).
Hard Rock Hotel, Palm Springs Ca. THE CUBE Sound Sculpture.
2014
MarzMusik/ Berliner Festspiele. GATEWAY Sound sculpture.
2015
Kobe Biennale. [6]
Brno International Music Festival.
Deutsches Technikmuseum Berlin.

Awards

Honorary Mention in the 1991 Prix Ars Electronicia. [7]

European Award for Street Theatre/Holzminden in 1995.

Grand Prix International Video Danse in 2002.

Palmarès du 35e Concours Internationaux de Musique et d’Art Sonore Electroacoustiques de Bourges in 2004 and 2009.

Franklin Furnace Fund for Performance NYC in 2006.

Marler Video Installations Prize in 2008.

Sound Art Grant from the City of Berlin 2016

Works Citied

  1. Maubrey, Benoît. "Benoît Maubrey » CV". www.benoitmaubrey.com. Retrieved 2016-03-31.
  2. 1 2 Maubrey, Benoît. "Benoìt Maubrey | Electroacoustic Sculptures". www.benoitmaubrey.com. Retrieved 2016-03-31.
  3. Maubrey, Benoît. "Benoît Maubrey » Audio Ballerinas". www.benoitmaubrey.com. Retrieved 2016-03-31.
  4. "Feedback-Fred" (PDF).
  5. "Benoit Maubrey and Die Audio Gruppe - Lower Manhattan Cultural Council". Lower Manhattan Cultural Council. Retrieved 2016-03-31.
  6. "SHRINE". KOBE Biennale. Retrieved 2016-03-31.
  7. "Ars Electronica Archive". Archived from the original on 2016-04-19.

Related Research Articles

Sound effect Artificially created or enhanced sound

A sound effect is an artificially created or enhanced sound, or sound process used to emphasize artistic or other content of films, television shows, live performance, animation, video games, music, or other media. Traditionally, in the twentieth century, they were created with foley. In motion picture and television production, a sound effect is a sound recorded and presented to make a specific storytelling or creative point without the use of dialogue or music. The term often refers to a process applied to a recording, without necessarily referring to the recording itself. In professional motion picture and television production, dialogue, music, and sound effects recordings are treated as separate elements. Dialogue and music recordings are never referred to as sound effects, even though the processes applied to such as reverberation or flanging effects, often are called "sound effects".

Headphones Device placed near the ears that plays sound

Headphones are a pair of small loudspeaker drivers worn on or around the head over a user's ears. They are electroacoustic transducers, which convert an electrical signal to a corresponding sound. Headphones let a single user listen to an audio source privately, in contrast to a loudspeaker, which emits sound into the open air for anyone nearby to hear. Headphones are also known as earspeakers, earphones or, colloquially, cans. Circumaural and supra-aural headphones use a band over the top of the head to hold the speakers in place. Another type, known as earbuds or earpieces consist of individual units that plug into the user's ear canal. A third type are bone conduction headphones, which typically wrap around the back of the head and rest in front of the ear canal, leaving the ear canal open. In the context of telecommunication, a headset is a combination of headphone and microphone.

Scratching Turntablism technique

Scratching, sometimes referred to as scrubbing, is a DJ and turntablist technique of moving a vinyl record back and forth on a turntable to produce percussive or rhythmic sounds. A crossfader on a DJ mixer may be used to fade between two records simultaneously.

Automatic gain control Electronic circuit to automatically adjust signal strength

Automatic gain control (AGC) is a closed-loop feedback regulating circuit in an amplifier or chain of amplifiers, the purpose of which is to maintain a suitable signal amplitude at its output, despite variation of the signal amplitude at the input. The average or peak output signal level is used to dynamically adjust the gain of the amplifiers, enabling the circuit to work satisfactorily with a greater range of input signal levels. It is used in most radio receivers to equalize the average volume (loudness) of different radio stations due to differences in received signal strength, as well as variations in a single station's radio signal due to fading. Without AGC the sound emitted from an AM radio receiver would vary to an extreme extent from a weak to a strong signal; the AGC effectively reduces the volume if the signal is strong and raises it when it is weaker. In a typical receiver the AGC feedback control signal is usually taken from the detector stage and applied to control the gain of the IF or RF amplifier stages.

A transducer is a device that converts energy from one form to another. Usually a transducer converts a signal in one form of energy to a signal in another.

Surround sound System with loudspeakers that surround the listener

Surround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener. Its first application was in movie theaters. Prior to surround sound, theater sound systems commonly had three screen channels of sound that played from three loudspeakers located in front of the audience. Surround sound adds one or more channels from loudspeakers to the side or behind the listener that are able to create the sensation of sound coming from any horizontal direction around the listener.

Sound design is the art and practice of creating sound tracks for a variety of needs. It involves specifying, acquiring or creating auditory elements using audio production techniques and tools. It is employed in a variety of disciplines including filmmaking, television production, video game development, theatre, sound recording and reproduction, live performance, sound art, post-production, radio, new media and musical instrument development. Sound design commonly involves performing and editing of previously composed or recorded audio, such as sound effects and dialogue for the purposes of the medium, but it can also involve creating sounds from scratch through synthesizers. A sound designer is one who practices sound design.

Hearing aid Electroacoustic device

A hearing aid is a device designed to improve hearing by making sound audible to a person with hearing loss. Hearing aids are classified as medical devices in most countries, and regulated by the respective regulations. Small audio amplifiers such as PSAPs or other plain sound reinforcing systems cannot be sold as "hearing aids".

Sound reinforcement system Amplified sound system for public events

A sound reinforcement system is the combination of microphones, signal processors, amplifiers, and loudspeakers in enclosures all controlled by a mixing console that makes live or pre-recorded sounds louder and may also distribute those sounds to a larger or more distant audience. In many situations, a sound reinforcement system is also used to enhance or alter the sound of the sources on the stage, typically by using electronic effects, such as reverb, as opposed to simply amplifying the sources unaltered.

Baby monitor

A baby monitor, also known as a baby alarm, is a radio system used to remotely listen to sounds made by an infant. An audio monitor consists of a transmitter unit, equipped with a microphone, placed near to the child. It transmits the sounds by radio waves to a receiver unit with a speaker carried by, or near to, the person caring for the infant. Some baby monitors provide two-way communication which allows the parent to speak back to the baby. Some allow music to be played to the child. A monitor with a video camera and receiver is often called a baby cam.

An entertainment robot is, as the name indicates, a robot that is not made for utilitarian use, as in production or domestic services, but for the sole subjective pleasure of the human. It serves, usually the owner or his housemates, guests or clients. Robotics technologies are applied in many areas of culture and entertainment.

Ballerina skirt

Ballerina skirt is a full skirt that reaches to mid-calf or just above the ankles, worn as a costume in a ballet performance. It is often made up of multiple layers of fabric. It was a popular casual skirt style during the 1950s.

A DJ mix or DJ mixset is a sequence of musical tracks typically mixed together to appear as one continuous track. DJ mixes are usually performed using a DJ mixer and multiple sounds sources, such as turntables, CD players, digital audio players or computer sound cards, sometimes with the addition of samplers and effects units, although it is possible to create one using sound editing software.

Stomp box Percussion instrument

A stomp box is a percussion instrument consisting of a small box placed under the foot, which is tapped or stamped on rhythmically to produce a sound similar to that of a bass drum. A stomp box allows a performer such as a singer or guitar player to create a simple rhythmic self-accompaniment. Stompboxes are most commonly used in American folk and blues music, but they are also used across the musical spectrum.

Liz Phillips is an American artist specializing in sound art and interactive art. A pioneer in the development of interactive sound sculpture, Phillips' installations explore the possibilities of electronic sound in relation to living forms. Her work has been exhibited at a wide range of major museums, alternative spaces, festivals and other venues, including the Whitney Museum of American Art, the San Francisco Museum of Modern Art, the Spoleto Festival USA, the Walker Art Center, Ars Electronica, Jacob's Pillow, The Kitchen, and Creative Time. Phillips' collaborations include pieces with Nam June Paik and the Merce Cunningham Dance Company, and her work has been presented by the Cleveland Orchestra, IBM, and the World Financial Center. She is often associated with, and exhibited alongside other early American sound artists Pauline Oliveros, John Cage and Max Neuhaus.

Live event support

Live event support includes staging, scenery, mechanicals, sound, lighting, video, special effects, transport, packaging, communications, costume and makeup for live performance events including theater, music, dance, and opera. They all share the same goal: to convince live audience members that there is no better place that they could be at the moment. This is achieved through establishing a bond between performer and audience. Live performance events tend to use visual scenery, lighting, costume amplification and a shorter history of visual projection and sound amplification reinforcement.

Audio mixing (recorded music) Audio mixing to yield recorded sound

In sound recording and reproduction, audio mixing is the process of optimizing and combining multitrack recordings into a final mono, stereo or surround sound product. In the process of combining the separate tracks, their relative levels are adjusted and balanced and various processes such as equalization and compression are commonly applied to individual tracks, groups of tracks, and the overall mix. In stereo and surround sound mixing, the placement of the tracks within the stereo field are adjusted and balanced. Audio mixing techniques and approaches vary widely and have a significant influence on the final product.

Audience was an American mobile voice and audio-processing company based in Mountain View, California, and was one of the 34 founding members of The Open Handset Alliance. The company went public in May 2012 on the NASDAQ exchange under the symbol ADNC. They specialized in improving voice clarity and noise suppression for a broad range of consumer products, including cellular phones, mobile devices and PCs. They were bought by Knowles for $130 Million in 3Q15 who changed their name to Knowles Intelligent Audio.

Sonic interaction design is the study and exploitation of sound as one of the principal channels conveying information, meaning, and aesthetic/emotional qualities in interactive contexts. Sonic interaction design is at the intersection of interaction design and sound and music computing. If interaction design is about designing objects people interact with, and such interactions are facilitated by computational means, in sonic interaction design, sound is mediating interaction either as a display of processes or as an input medium.

Kevin Beasley is an American artist working in sculpture, performance art, and sound installation. He lives and works in New York City. Beasley was included in the Whitney Museum of American Art's Biennial in 2014 and MoMA PS1's Greater New York exhibition in 2015.