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Gemini Critical Mass

2006


Gemini Critical Mass-DOWNLOAD NOW!!!!!!

Gemini Critical Mass

A double concept album, recorded & produced by  Shem, with 25 tracks of highly sonic audio and great classic acoustic guitar songs, such as “Human Touch, Coming back, Alacante, Tiasha abelar” to the epic  solos and electro beats of “cybernetic times”,  “future jam” and “multverse”. The album listener is taken on a tour through sonic architectural soundscapes, from  folk, blues, rocknroll to ambient electro, industrial sonic world of a not so distant future. Welcome to the world of Gemini Critical Mass  ; )
sleave 4

01 Human Touch
02 Alacante
03 Blue Rose
04 Tiasha Abelar
05 Coming Back
06 That Night

07 A Warm Place
08 Future Jam
09 Cybernetic Times
10 The Hacker
11 Multiverse
12 Introduction Love

13 Somethings
14 Sol
15 Taken
16 Lies in Disguise
17 Desert
18 Dune Soundscape

19 Primal Resonance
20 Sally Free and Easy
21 The Key of E
22 dATA
23 Polemic
24 Annunaki
25 City
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Musical context

The concept album is based on the principle of genre-morphic modelling, the sound of the album ranges from rocknroll, 12 bar blues, thrash metal, sonic art, chaotic bombarding of sounds with influences from house, progressive rock, drum and bass and ballads love songs. I used the term entropic sonix on the album to describe the way in which I attempted to use the sound in the sonic art pieces to laterally move the listener and blow them away. I wanted to mess with the proprioception of the audience, deploying an arsenal of low frequency jarring and sometimes soothing sound. I also used a simple rule of thumb “not to hard” as I didn’t want to always over load the listener, but to give them space to breath periodically between orgasms of sound. The warm bass sounds of pink Floyd; chemical brother’s and prodigy inspired beats mangled, displaced and jux-apposed against a dark background of cybernetic culture mythology and thematic soundscapes. All these are an attempt to formulate a coherent multimedia experience that captivates the listener and brings them into the world of Gemini-critical mass. The title of the concept album is a clue to double schizophrenic nature and disposition of its creator in its formulation as a multimedia immersive art, were reality, conspires with the actual and virtual mixed and shredded in a heart ache of melody, poly rhythm and animus. The albums founded on the basic principle of great simple songs inspired by a Beatles guitar book I first learned to play guitar on when I was 13. I soon learned the greatest most popular songs in history run along conventions of organization which the Beatles soon learned to extrapolate themselves, that regardless of what some may say has led the them to be more popular than MacDonald’s with countless no 1’s. all the songs on the concept album were written on guitar then shifted to electronic or acoustic rythemology. All the cover design and artwork was created by me using a body of my own artwork available on my web site. http://medialab.freaknet.org/shem/

The narrative throughout the album borrows, challenges, and explores key concepts derived from cyberpunk culture. William Gibbsons Neuromancer describing cyberspace,  Bowies song Saviour machine, Japanese manga movies such as AKIRA, ANIMAI and Blade Runner, Total Recall, Terminator, AI, Isaac azimuths I Robot, Matrix. These will all inform the music within, as a mythological cybernetic future. Starting with the notion of cyberspace derived from the high culture mainstream and working back, I will explore and compare how Pierre levy, Brian Massumi and Marshall Mcluhan speculated on the technology and meaning of cyberspace and the role of the body in cyberspace, however cyberpunk culture glorifies embodiment, disembodiment and the virtual. The interest here lays with the academic methodology behind the ideological formats surrounding the cyberspace and Telematic senses debate. The essay will be informatively and exploratory in nature as cyberspace and the virtual body will be deconstructed away from the “lawn mower man” Cyberpunk conception of cyberspace, following marshal and Massumi and Pierre to grasp the current understanding of the role of the body in cyberspace and to explore my research questions. This is a musical experiment of sonic expansion, a narrative journey of acoustic cyberspace, designed to psychoacoustically affect the listener to participate in imagination and experience. This collection of sonic compositions will be wrapped around the cyberpunk genre but Conceptualised as a sonic mythology of an acoustic landscape of experience, rhythmically moving the listener through meticulously produced sound to kinaesthetically manipulate the listener’s proprioception. The music will be made on computer and “live” instruments ranging from guitar, violin, vocals, bass, percussion and FM sound synthesis to recorded samples. Analogue racks and digital effects will be used. Recording Music software such as sonic foundry, logic audio, cakewalk, fruity loops, and Winsound for synthesis, will be used. Ill be highly processing the sounds and samples to create the sound palate for the over all album. These sounds will be transformed, manipulated, sliced, mutated, grinded down and extrapolated to describe sonically the soundscapes. I will be working past the conventions of 4x4 rhythms, progressively and intrusively breaking into breakbeat textures, but still not overloading the listener. The Electronic rhythms will be working up and down from 80bpm to 230bpm so as to stretch the temporal duration periodically in the album. Gemini Critical Mass is a Album of Music, Sonic Art and Soundscape’s built around the concept and phenomenology of cyberspace, Tele-Synesthesia, and the virtual. Using cyberpunk science fiction as the narrative and story line the album sonically engineered through music genres, the sounds range from rock roll 4x4 timing guitar to electronic free improvisation, with the subtle soundscape’s echoed and envisioned in our future post-industiral information age. Using both low frequency Sounds, bin- aural beats with merging different rhythm structures to mess with the proprioception of the listener, The album seeks to transport the listener through the acoustic cyberspace world of Gemini Critical-Mass.

I've been an Artist and Musician for 8 years. I paint, sculpt; create multimedia installations and more recently sonic art. I play guitar, piano, Sing  and have played in bands  blues, folk, rock roll and experimental electronic music. My main research area of interest is Synesthesia, (Greek, SYN=together + AISTHESIS= perception) which is where one sense becomes mixed with another. This subject area, play’s a big part of my continuing understanding of the connection between how I see myself as a practicing artist in relation to my practice in the fields as a sonic artist and visual artist, and how different mediums are related and connect. Before I’ve looked at how Synesthesia is the psychological connection between these different sensory mediums and its relation to compartmentalised artistic practices such as painting, sculpture etc. This aspect of a link between the senses has been to me an area of great interest. As within current cybernetic culture and the ongoing transition of the information age, the interface between media and human has become more and more blurred. Within my research interest I have studied acoustics and sound, looking at the sound spectrum to ultra height frequency and its physiological effects on the human body. This interests me as a more unified approach develops within cyberspace and immersive multimedia art forms. This ideal of how we experience cyberspace connects with Synesthesia and sound, vision, and requires further development in relation to expanding research and development between human to digital interface from the perspective of the body and sense’s.

The Experimental concept Album - Production Synopsis

Ive created a Double Album Audio CD with 25 tracks of highly sonic music, with each tack working on central themes from cyberpunk culture. The concept album will have a visual sleeve of artwork ill make to create a world and vision so as the finished product will be a complete package. I’m trying to create a visual, sound multimedia experience which will includes this internet website to create an immersive mythology. The music has been made on computer and “live” instruments ranging from guitar, violin, vocals, bass, percussion and FM sound synthesis to recorded samples. The album was produced within a computing environment using sonic foundry, logic audio, cakewalk, fruity loops, and Winsound for synthesis, will be used. Ive be highly processing the sounds and samples to create the sound palate for the over all album. These sounds have been transformed, manipulated, sliced, mutated, grinded down and extrapolated to describe sonically the soundscapes. I been trying to work past the conventions of 4x4 rhythms, progressively and intrusively breaking into breakbeat textures, but still not overloading the listener. The Electronic rhythms will be working up and down from 80bpm to 230bpm so as to stretch the temporal duration periodically in the album. Ive been focusing on rhythmic ambience and production techniques in subtle templating sounds creating the soundscapes, with emphasis on navigation of genre from progressive rock, folk, blues and pure rocknroll to electronic music, house, trance, industrial to physiologically affect the audience. The African diasporic drumming rhythm textures of Mediterranea, black America and the eastern culture have been engineered together through polyrhythm production splicing. looking at other concept album’s and multimedia CD’s and the methods used by other concept album makers such as the Beatles “White album”, War of the Worlds, white noise, Peter Gabriel, Eno as well as film soundtracks independence day, predator . I wrote all the songs for the album, I start with just a simple acoustic guitar, transpose the key and change the tempo or exchange the sounds to create different genres. These songs subject matter will run along as a narrative story, but also stand strong when heard by themselves as individual tracks.  The tracks have also been produced as to bleed into one another to create a conceptual space and depth. This is a musical experiment of sonic expansion, a narrative journey of acoustic cyberspace, designed to psychoacoustically affect the listener to participate in imagination and experience. This collection of sonic compositions are wrapped around the cyberpunk genre but Conceptualised as a sonic mythology of an acoustic landscape of experience, rhythmically moving the listener through meticulously produced sound to kinaesthetically manipulate the listener’s proprioception.

Theoretically informed
The narrative throughout the album borrows, challenges, and explores key concepts derived from cyberpunk culture. William Gibbsons Neuromancer describing cyberspace,  Bowies song Saviour machine, Japanese manga movies such as AKIRA, ANIMAI and Blade Runner, Total Recall, Terminator, AI, Isaac azimuths I Robot, Matrix. These all inform the music within, as a mythological cybernetic future.

The new technological environments of virtual reality and cyberspace confuse the
 boundaries between internal and external worlds, creating the illusion that internal and external
realities are one and the same
. (Cyberspace/Cyberbodies/Cyberpunk p144) 

Musical context
The concept album's based upon cyberpunk science fiction culture and on the principle of genre-morphic modelling, the sound of the album ranges from rocknroll, 12 bar blues, thrash metal, sonic art, chaotic bombarding of sounds with influences from house, progressive rock, drum and bass and ballads love songs. I used the term entropic sonix on the album to describe the way in which I attempted to use the sound in the sonic art pieces to laterally move the listener and blow them away. I wanted to mess with the proprioception of the audience, deploying an arsenal of low frequency jarring and sometimes soothing sound. I also used a simple rule of thumb “not to hard” as I didn’t want to always over load the listener, but to give them space to breath periodically between orgasms of sound. The warm bass sounds of pink Floyd; chemical brother’s and prodigy inspired beats mangled, displaced and jux-apposed against a dark background of cybernetic culture mythology and thematic soundscapes. All these are an attempt to formulate a coherent multimedia experience that captivates the listener and brings them into the world this acoustic cyberpspace.Gemini critical mass is the title of the concept album and a clue to double schizophrenic genre-morphing nature and disposition of its creator in its formulation as a multimedia immersive art, were reality, conspires with the actual and virtual mixed and shredded in a heart ache of melody, poly rhythm and animus.The album was founded on the basic principle of great simple songs inspired by a Beatles guitar book I first learned to play guitar on when I was 13. I soon learned the greatest most popular songs in history run along conventions of organization which the Beatles soon learned to extrapolate themselves, that regardless of what some may say has led the them to be more popular than MacDonald’s with countless no 1’s. all the songs on the concept album were written on guitar then shifted to electronic or acoustic rythemology. All the cover design and artwork was created by me using a body of artwork and nw stuff availble on this site.  Home

Discography and sound influences
Robert Johnson-cross road blues, Beatles-white album, Oasis-don’t believe the truth, Electric light orchestra-don’t bring me down. Doors-greatest hits, War of the worlds-Jeff Lynne, Hawkwind-album called electric tepeePink Floyd- division bell, Genesis- genesis (home by the sea), Chemical brothers, Brian Eno, Prodigy-start the dance and fire starter, John cage, Delia Derbyshire-DR Who stuff plus bbc workshop, Psi trance/house/acid-house, Soundscaping-microsound, Neil young-hey hey my my, Deathmetal-earth tone 9/cradle of filth, Keith jarret–nice piano stuff, Blade runner theme tune, Frontline assembly-trk called synthetic forms & gun, Muse-ALBUM-origin of symmetry-bliss, sunburn, Jeff Buckley- hallayoya, Radio head-“creep” and “the bends”. The cure-more than this, Sex pistols.

Isolated key theory’s conceptualised in the Album Gemini Critical Mass                    
Artificial intelligence----------------------------------------UFO-Phenomena (Alien abduction)
Tele-Synesthesia---------------------------------------------------------------Secret societies
The Cyberspace matrix----------------------------------------------------------Virtual bodies
Global Digital culture-----------------------------The urban metropolis aesthetic (Digital Nexus)
Esoteric knowledge--------------------------------------------------------Cyberpunk distopia


Biblography
Art in Theory 1900-2000 An anthology of changing ideas Charles Harrison and Paul wood Blackwell publishing 2003
Becoming virtual reality in the digital age, translated by Robert bononno, Pierre levy, plenum press 1998
Deleuze & Guattari A Thousand Plateaus, Athlone press 2003
The new media reader, Nick Montfort, Michael Crumpton, MIT press, Cambridge Massachusetts London England, 2003
Neuromancer William Gibson, London victor gollancz LTD 1984
The medium is the message, Marshall Mcluhan, Quentin fiore, 1967 gingko press
New media: a critical introductio, martin lister, Jon dovey, Seth Giddings, Iain grant, Kieran Kelly, 2003 Rutledge 11 new fetter lane London. Ec4p 4ee
New Media in late 20th century art, Michael rush, Thames and Hudson 1999
Parables for the virtual, movement, affect, sensation Brian Massumi duke university press 2002
Audio culture, readings in modern music, C.Cox, D.Warner, continuum press 2004
Haunted Weather, resonant spaces, silence and memory. David Toop, serpents tail 2004
Techgnosis Myth, magic and mysticism in the age of information. Erik Davis harmony books 1998 New York
Glimpses of Heaven. Visions of hell Virtual reality and its implications. Barrie Sherman and Phil Judkins, coronet books 1992
Digital Aesthetics Sean cubit sage publications London 1998
Virtual Worlds A journey in hype and hyper reality Benjamin Woolley penguin books 1992
Quantum Psychology How brain software programs you and your world Robert Anton Wilson new falcon publications 1990
Techgnosis Myth, magic and mysticism in the age of information. Erik Davis harmony books 1998 New York
Glimpses of Heaven. Visions of hell Virtual reality and its implications. Barrie Sherman and Phil Judkins, coronet books 1992
Digital Aesthetics Sean cubit sage publications London 1998
Virtual Worlds A journey in hype and hyper reality Benjamin Woolley penguin books 1992
Quantum Psychology How brain software programs you and your world Robert Anton Wilson new falcon publications 1990
Storming the reality studio, A casebook of cyberpunk and post modern fiction. Duke university 1993 Larry mccarrery
More brilliant than the sun, Adventures in sonic fiction Kojo Eshun sun-quartet books 1999
Cyberspace: first steps Michael benedikt Cambridge England sixth printing 1994
Cyberspace/Cyberbodies/Cyberpunk cultures of technological embodiment edited by mike Featherstone and Roger Burrows 1995
Margaret Wertheim, the pearly gates of cyberspace: A history of space from Dante to the internet New York; W, W Norton, 1999

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