“Mandala” (mušn'd?l?) , [Skt.,=circular, round] a concentric diagram having spiritual and ritual significance in Hindu and Buddhist Tantrism. The word mandala itself is derived from the root manda, which means essence, to which the suffix la, meaning container, has been added. Thus, one obvious connotation of mandala is that it is a container of essence. In the earliest level of India or even Indo-European religion, in the Rig Veda and its associated literature, mandala is the term for a chapter, a collection of mantras or verse hymns chanted in Vedic ceremonies, perhaps coming from the sense of round, as in a round of songs.”

 

Mandala is a novel musical performance installation employing emerging technology to create an experience of shared musical interaction accessible to musicians and non-musicians alike. In its essentials, the piece was first performed at Mobius ArtRages, in Boston in November of 2005.

Mandala is an electronically mediated game piece, drawing inspiration from the graphical scores and game pieces of composers such as Anthony Braxton, Cornelius Cardew, and John Zorn, as well as the theater games of Viola Spolin and Second City. Graphical scores often bear only a passing resemblance to conventional music notation (staff lines, notes, etc.), but still offer visual information for a musician to use to create music. Game pieces emerged from the free-jazz tradition and are a kind of “meta” musical notation, guiding musicians in how and when they are to interact, but generally not providing information about what sounds they should play.

In many other fields the move from paper to digital media has led to phenomenal advances, but in the field of musical notation, innovation has not forayed much beyond text editors for conventional musical notation. Hugo Solis created IMPI, one of the first computer-based interactive graphical scores for an ensemble, as part of his MS thesis at the MIT Media Lab. He wrote, “Shaping collective free improvisations in order to obtain solid and succinct works with surprising and synchronized events is not an easy task.... One of the main goals of the system is the translation of planned compositional elements (such as precise structure and synchronization between instruments) into the improvisatory domain.” Solis’ system relied on a conductor/painter, one person in charge of generating transitions and textural materials for the other players.

One of my first expeditions into designing Mandala, was to transcribe Check Your Head, by the Beastie Boys with a stop watch. I recorded no information about the sounds, except onset/stop times on each track. These times were used by the musicians to decide when to play, but they could play anything they liked. In this way, Mandala might be conceived as a kind of structural complement to DJ or turn-table music. Here, we fill an arrangement with improvised “samples” rather than arranging found samples into a form.

For Mandala, we have created an animated visual language in pursuit of an understanding of what might be a universal grammar for game pieces. Who listens to whom, who follows whom, timed sections, cued transitions, recapitulation of past states, etc... By projection, this visual language becomes part of an architectural space that mediates the interactions of its inhabitants. And investigates the possibility for a computer to mediate an extremely dynamic and socially sensitive inter-human interaction, such as brainstorming, therapy, or improvisation.

In the piece, players gather around a circle of light. Within this circle of players, are many smaller circles of many sizes. Ornamented, translucent, spinning, these images simultaneously perform as synaesthetic inspiration, as batons suggesting transitional cues, as clocks providing temporal orientation, and as markers for recapitulation. Directional filaments connecting them represent temporal precedence, both micro and macro, slowly fading to leave the players in a state of simultaneity.

MANDALA