The [kāj] Ensemble premieres 100 Waltzes for John Cage.
by Paul J. Pelkonen
Too often, the life of a classical music critic involves the same procedure over and over. We sit in preselected seats, usually in the same section of an opera house or concert hall. The musician(s) are onstage directing sound toward us. And we don't get up except for a quick break for intermission, a gulp of coffee, a friendly chat with a colleague, or a trip to the loo.
The Tuesday night premiere of Kevin James' 100 Waltzes for John Cage broke all of those rules. The 75-minute piece for nine players (Mr. James' group, the [kāj] ensemble) and pre-recorded sounds (played through quadraphonic speakers) proved an active listening experience. Audience members and press alike were invited to walk through and around the performance, experiencing the landscapes of sound from multiple angles.
Mr. James drew inspiration for 100 Waltzes on Cage's own 49 Waltzes for the Five Boroughs, a legendary 1977 work that used a map of New York and calculations from the I Ching to provide players with 147 addresses at which to play, but no indication what they were to do once they got to the randomly chosen location. This new work used random number generation (his assistant was introduced as his "tosser of coins") to pick locations at which to "mine" sounds and preserve them.
by Paul J. Pelkonen
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| John Cage in 1986. Photo by Andreas Pohlmann © the photographer. |
The Tuesday night premiere of Kevin James' 100 Waltzes for John Cage broke all of those rules. The 75-minute piece for nine players (Mr. James' group, the [kāj] ensemble) and pre-recorded sounds (played through quadraphonic speakers) proved an active listening experience. Audience members and press alike were invited to walk through and around the performance, experiencing the landscapes of sound from multiple angles.
Mr. James drew inspiration for 100 Waltzes on Cage's own 49 Waltzes for the Five Boroughs, a legendary 1977 work that used a map of New York and calculations from the I Ching to provide players with 147 addresses at which to play, but no indication what they were to do once they got to the randomly chosen location. This new work used random number generation (his assistant was introduced as his "tosser of coins") to pick locations at which to "mine" sounds and preserve them.
