Professional Documents
Culture Documents
Overview
Notions of illusion are an inherent part of the traditional theatrical practice and
experience of Japan, and it is contended here that these notions of illusion normalize the
creation of synthetic, virtual performance avatars that front the sampled vocaloid software. In
contrast to the rather Western fixation on the authenticity of the human voice (whoever is
seen and heard to be singing should be the actual owner of the voice and physically
connected to it in some realm of reality) this chapter holds the idea to account by exploring
the world of the Japanese vocaloids in the context of Asian theatrical practices: specifically
examining the use and conceptualization of puppet theatre (Bunraku) to raise questions over
the cultural location of vocaloid software and the emergence of the “virtual” voice/artist.
Introduction
software developed by the Yamaha Corporation and Crypton Future Media (Kenmochi and
Ohshita 2007), as a symbol of the death of the artist, lacking in emotion and “authenticity.”
Yet one could argue that such inauthenticity is a peculiarly Western ideal, evidenced by
reactions to the dubbing of actors’ with “real” singers’ voices in many musical films
including My Fair Lady (1964), The King and I (1956) or High School Musical (2006).
Spring (2011) discusses notions of “the illusion that the body seen onscreen is the source of
the voice emanating from the soundtrack, and simultaneity, the illusion that the filming of the
image and the recording of the voice occurred concomitantly and in the same space.” (Spring
163
2011, 285) Although Spring is focused on tracing the relationship between the voice and
body on film, it bears a resemblance to our own investigation as we start to unpick the
The vocaloid software itself began in March 2000, with Yamaha showcasing Leon
and Lola - the first vocaloid artistes - at the annual trade show of the National Association of
Music Merchants (NAMM) in January 2004. From 2004 to 2006, a number of software
updates were added to this initial model, until 2007, where Yamaha released Vocaloid 2. This
was again superseded by Vocaloid 3, which was launched in October 2011, accompanied by
a number of software plug-ins, including the VocaListener and Vocaloid-flex, additions that
widened the parameters of the Vocaloid 3. “Vocaloids and Japanese virtual vocal
performance” positions the vocaloid software and the creation of “artists” (or avatars) such as
Hatsune Miku, Kagamine Rin and Megurine Luka in a continuum of Japanese theatrical and
artistic legacy, highlighting important parallels with the Japanese theatrical practice of
Bunraku (puppet theatre) prevalent within the Japanese Imperial age. By perceiving the
vocaloid software as a creative process in itself and as a natural progression of this theatrical
tradition of illusion (rather than a rather ominous prediction of the future) we may see a
peculiarity lies in the visibility of the puppeteer alongside the puppets themselves. This
visibility is further compounded by each puppet having more than one controller, with the
main puppeteer moving eyelids, eyebrows, mouth and right arm, the first assistant operating
the left arm, and a second assistant the legs. These are accompanied by a chanter (tayu) who
is the voice of the puppets and a shamisen player, who provides music to the drama. Bunraku
164
saw the height of its popularity during the seventeenth-century and in particular the
Takemoto Gidayu I (1651-1714). However, with the growth of Western influence in Japan
during the Meiji Period (1868-1912) Bunraku saw a decline in popularity, and although the
art has had a number of revivals since, it has survived mainly due to government support and
sponsorship.
Although centuries old, one must not underestimate the cultural and aesthetic
importance that Bunraku has in unravelling the complexities and idiosyncrasies of modern-
day vocaloids. Indeed, what remains fundamental within this study is the placement of both
Bunraku and vocaloids as parallel art forms in problematizing human and, in the latter
Treasury of Loyal Retainers (first performed 1748) mixes fact and fiction to create a
“fictional” of complex heroics and revenge, then vocaloids too, combine the real and illusory
puppets explored the notion of self through the relationship between illusion, reality and
puppetry, vocaloids are exploring the enigma of technology within the modern; with both
incorporating the controllers as being real or recognized as part of the illusion on stage.
“illusion” and “reality.” In his writing on Bunraku, Roland Barthes (1971, 76) noted that it
“uses three separate scripts and presents them simultaneously in three places in the spectacle:
the puppet, the manipulator, the vociferator; the effected gesture, the vocal gesture.” Here,
Barthes noted the complexity surrounding the notion of artifice and actuality. Notions of
illusion and the way in which a spectacle is presented to the audience within Bunraku,
therefore, is one that presents that spectacle as both illusory and real. “Traditional puppeteers
recognized long ago that the realm of illusion which they create,” write Inoura and Kawatake
165
(1981, 548). “The world within the frame, can exist only so long as it does not become too
real, only so long as it is perceived constantly in terms of other realities and other illusions.
Bunraku puppets of Japan provide the best example of this recognition” (152). It is,
moreover, a spectacle enhanced with the chief puppeteer having his emotionless face exposed
to the audience whilst the two other operators wear black hooded capes.
Consequently, one can contend that Bunraku fuses the illusory and the real, the
theatrical and the live, realizing both conditions simultaneously; a tradition continued through
Japanese culture may be realized in more simple terms, vocaloids provide a more complex set
of cultural mores and values to realize its import. In other words, although vocaloids may
indeed be seen within Japanese theatrical culture, the perception of this art form in reference
find a more problematic point of cultural reference, including those of other “realities” and
other “illusions.” However, one could contend that vocaloids have a double significance. If
an understanding of vocaloids can be drawn from the cultural and aesthetic realm of the
Bunraku, then the vocaloid can also provide an aesthetic framework in which to unravel the
relationship between Japan in the present age, and its relationship with technology.
unusual, nor is it a particularly new process. The need to have some form of legacy or
precursor to a new trend is said to provide stylistic authenticity and history. But for the
purpose of this chapter, the concern is to try and explore a creative practice that is culturally
located. An evolutionary process within an art form is generally perceived as acting from
within the art form itself, with influence from cultural and social factors exerting external
pressure on it. On the one hand Japan, as a nation and as a cultural location has a long, rich
and varied history of artistic practices; yet, on the other is often assumed to be the epitome of
166
the twenty-first-century nation, embracing technological advances and development. Yet,
artistic practices. Yet whilst emphasis is placed on the “new,” theatrical and artistic practices
such as Bunraku are protected artefacts of a bygone Imperial age, becoming museum pieces
or tourist attractions and having less connection with the people of the nation.
Whilst the tradition of idiosyncratic puppetry may remain stylistically in the past, its
mobilization of the relationship between the puppeteer, the puppet and the viewer still holds
true today. Consequently, the theatre drew much attention from the West in academic
writings of the 1970s and 1980s, with Roland Barthes (1971) and Susan Sontag (1984) each
using Bunraku to explain some western notions in a form of Neo-orientalism which took hold
under the guise of postmodernism. Barthes in particular found within the relationship
between the three actors of puppet, musician and singer in Bunraku play the opposite of
Western theatre where its basis is found “not so much in the illusion of reality as the illusion
of totality.” Through this, in Western theatre, Barthes asserts the totality of the elements is the
foundation for illusion, that they are indivisible and perceived as such. Conversely, Bunraku
is distinct because of its divisible components. The visibility of the puppet manipulator on
stage and the acceptance of this as part of the spectacle brings "a piece of the body, a shred of
man, to life, all the while keeping for it its vocation as a “part”. It is not the simulation of the
body which Bunraku seeks, it is - if this can be said - the body's tangible abstraction” (1971,
78-79). This notion, we will see, plays out further in our other discussions below and is
something that holds as an evolutionary factor with the vocaloids. As Inoura and Kawatake
(1981, 146) note, “the history of Japanese puppetry is the history of the stripping away of
curtains that once hid the manipulators and the chanter narrator.”
167
Furthermore, as Jenkins (1983, 415) suggests, “watching the puppet’s manipulators,
we acknowledge that the puppet is an illusion at the same time that we allow ourselves to be
continue to cling to the unreality, as if it were real, despite the blatant evidence to the
contrary. For a few timeless and irrational moments the Bunraku puppet connects us to our
naked hunger for illusion.” The links between Bunraku and vocaloid begin therefore with the
external force. However, as Barthes (1971, 78) describes, there is a difference to the
construction of Bunraku puppet from Western puppets. Whereas in Western puppetry the
puppet is “expected to offer the mirror of his contrary,” where the caricature of the puppet
affirms what Barthes calls “life’s moral limits” (author’s italics), within the puppetry of the
Bunraku the notion of illusion is accepted and utilized; and it is the shared notion of illusion
that culturally locates Bunraku puppets as a precursor to the vocaloid hologram Hatsune
There is a notion that the relationship between Japan and its inhabitants’ embracing of
technology is mediated by its exploration of the future through the dramatic arts (Babcock
futures are well recognized imageries within Japan, and are accompanied by those that may
be more familiar to the West; from Anime such as Akira (1998) to Ghost in the Shell (1995)
or even Laputa: Castle in the Sky (1986) from the Western friendly Studio Ghibli. It may be
possible to suggest that the evolving virtual performance practices that utilise the vocaloid
software is following a similar cultural role by exploring the future through codes the culture
already controls. In particular, the commercially driven popular music scene, that has had
much debate over the impact of Western popular music and a true Japanese popular music as
evolved from its folk traditions. In particular, Jones (1981) began exploring the notion of
168
injecting new narratives into Bunraku to update it and make it more accessible to
contemporary audiences. This is not an unfamiliar tactic to preserve a practice that is rooted
in a different cultural and political era. Commercialism and Capitalism have affected
Japanese music and is explored more explicitly below but the impact on theatre in its
<1> Vocaloids as Hybrid Art Forms: Popular Music, Anime and Technology.
While the previous section examined the cultural background of vocaloids, this
section attempts to disentangle the cultural and aesthetic complexities surrounding this
phenomenon. In particular it will look at the concept of the vocaloid to raise questions over
the cultural positioning of theatre and technology, exploring the numerous ways that
technology has superseded the creation of the puppet in Japanese theatre. As Jon
Frederickson notes (1989, 195), “social technology prepared the way and was the stimulus
for machine technology in musical art worlds. When social technology moved the orchestra
to the pit, it would be only a matter of time before the orchestra could be moved to the sound
studio for musical shows.” He concludes, “if the social technology established that the
orchestra need not be visible, it was only a matter of time before machine technology would
replace the orchestra. If the audience can't see the orchestra, its live presence is not necessary
organization.”
Studies investigating Japanese popular music are divided into ways of viewing the
musical developments through a variety of methodologies and many are differentiated by the
use of the voice and style of singing. Often abbreviated to J-Pop, Japanese pop is a popular
music genre that superseded Kayōkyoku, or “Lyric Singing Music,” in Japan during the
1980s. With its roots in the Western popular music of the 1960s (The Beatles, Beach Boys,
169
etc.) J-Pop fused Japanese musical stylistics with its Western counterparts incorporating rock,
synth-pop and other styles and thus creating the stylistic idiosyncrasies of Japanese pop.
Whilst most of the discourse around this area has focused on the impact that imported
Western culture and music has had on the development of Japan’s pop music—or indeed the
numerous issues surrounding the West’s deciphering of this fascinating musical dialect—less
explored are the internal factors that have enabled a fertilisation of the aesthetic that does not
recognize the “cultural factors that give Japanese popular music distinctive characteristics
which are highly valued in Japan” (Heard 1984, 75). Indeed, exploring Raymond Williams'
ideas that allow for an exploration of dominant, residual and emergent cultural elements that
“that no single element - not even dominant ones - can be reified as static and thereby
outside that process... Clearly, the relation between traits of historical and more recent
for Japanese music since the mid-twentieth century” (De Ferranti 2002, 196).
Stevens (2008) describes the evolution of popular music in Japan through a lens of
power positionality, shifting from a post war conquered nation to that of consumer in a global
market (38). This chapter, therefore, recognizes those internal factors that influenced the
popular music of Japan from within country itself, raising questions of cultural locale and the
unravelling of the aesthetic within the vocaloid; contending that evolutionary cultural
It is important, therefore, that those preconceived Western ideas and the notion of the
simulacra in Japanese popular music are handled with care. It is not to say that the West
cannot decipher the vocaloid (we do not wish to be defeatist) but merely highlights the
170
potential for error and misreading. A good example of this misinterpretation, for instance,
may be seen in the discussion of cynicism when discussing the increasing suspicion of the
image of the real replacing the real. What do we find then, when we explore the vocal
Miku and others? Certainly within the Western media the incredulity that an audience would
want to pay to see a hologramatic projection of a cartoon front for a synthesized vocal
within the context of the traditional puppet theatre of Japan, and thus enabling an
this, we would argue, is key to a more authentic reading. It is argued here that by
device, and one that is discussed above—is paramount in the generated technological and
Although there are a variety of vocal software platforms, the focus of this discussion
Crypton Future Media. There are also other developments in the relationship between
Japanese popular music and virtuality (in particular activities like the creation of Eguchi
Aimi—a virtual member of super group AKB48 constructed from blending facial features of
members of the 61 strong group who is voiced and moved via vocal samples and motion
capture data), and it is further possible to argue that this type of development is rooted in the
theatrical traditions discussed previously. The general reporting, however, tends to focus on
the threat this development poses to popular music as we know it (although the irony of
discussing “manufactured pop” as a closely linked proxy to virtual pop stars is not lost on
Western commentators). However, the incredulity that is thinly veiled in much of the online
commentary seems to be leaning towards an implication that the vocaloid avatars are
171
believed to be real. The case of Eguchi Aimi, when fans were fooled into believing the
character was real, is perhaps an exception to any defence as it was created as a deliberately
coercive stunt, which the fans investigated after becoming “suspicious” of how similar she
This raises the question, therefore, of whether the real world needs to have assurance
regarding whether something is “alive” or not as to its acceptance. However, as explored, the
cultural understanding of illusion and how virtuality is associated with this opens this up to
further interpretation. The voice goes under much manipulation in the recording and
documenting of its performance, and it could be argued that there is little difference to an
external manipulator working with samples than what is employed on a recording of Lady
Gaga for example. For others, it becomes vital that behind the sound, however abstracted is a
locatable being, “real,” living (or at least alive at one point) to make the decision to make the
noise that is documented. This is a different aesthetic construct to that which can be found in
many Asian art practices. For example, the singing voice in Bollywood films does not belong
to the actor portrayed on the screen and the Playback singers as they are known are perhaps
even “bigger” than the bodies that they lend their voices to (Weidman 2010).
Notions of gender in musical production and the construction of the avatar image also
Issues of image and sexuality come to the fore when exploring the creation of a teenage
avatar that becomes a fixation for subcultural Otaku culture. This image utilises manga style
imagery of the young female: hyper-long hair; hyper-big eyes and a sense of vulnerability
conveyed through a positioning of the eyeline that suggests a submissiveness to the observer
is combined with a wardrobe that could easily be used as a post-nuclear school uniform. This
image that has its voice controlled externally to itself symbolizes a dominant form of control;
i.e. the ability to be heard. Therefore, dynamics of gender and how identity is played out
172
through the construction of (feminized) images of musicians’ are as potent within discussions
about women in Japanese popular music as any others, but perhaps not as visible in the
music, in particular the more traditional popular song forms Enka, play out traditional gender
roles, which Yano (1997) suggests provides a comfort and a placing for older consumers of
popular music:
“Older listeners look to the Enka stage for affirmations of maleness and femaleness
past: men in control of lives, situations, people; women reacting to men's actions. ...
These listeners find solace in the unchanging world of these songs and the gendered
Cogan & Cogan provide an overview of the major arguments presented within the
context of Japanese studies. They conclude that “Japanese female groups and solo artists are
stereotyped with the view that they are controlled by male producers...” (Cogan and Cogan
2006, 73-74) and the familiar notion that control of music production is based on traditional
gender roles, with a balance of power in male ownership of the production process.
what is of particular interest here is the construction of avatars, a visual representation of the
vocal synthesizers. As noted above, the construction of a character for Hatsune Miku was at
the behest of the CEO of Crypton Future Media but the construction (and subsequent
obsession) of a female identity located in Japanese culture has roots in previous Western
obsessions (for example, Japonisme, a French fashion in the nineteenth century) and reminds
us the “the exoticized and eroticized bodies of Japanese women are certainly not a new
fashion in Europe and North America.” (Hsu 2008, 110) This is particularly potent when a
significant proportion of fans of the vocaloid movement are located outside of Japan and the
173
avatars are positioned much more as anime characters so resulting in an “emotional
investment” with an appeal far beyond the more underground or niche fanatical markets
(Kelts 2012).
national imperialism and class power (Newitz, 1995). It is, however, possible to locate the
construction of the avatar not just within a normative representation spectrum of gendered
(Zhivkova 2004, 8-9), an archetypal element of Japanese culture. In this way, art works
positioned from within Japanese Culture (acknowledging the impact of non-Japanese customs
on the evolution of art forms and practices) do not just use “forms that are symbolic of real
forms, it literally depicts those forms”. Therefore, the vocaloids are literally depicting the
intersection between technology and creative production, reflecting a culture that has in it a
deeply embedded tradition of illustrating meanings and whose “pieces are originally
suggestive of the whole picture.” In this way the synthesized voice is not a symbolic
representation of the human voice, but is a real synthesized voice that, like Cyberpunk anime
world. How do we differ from higher forms of artificial intelligence? How do we distinguish
objects, places, and experiences from their mediated copies? Where do we draw the
artists such as Tupac) play out the role of the hero achieving the enlightened state,
Feminized Other (new technology and cyberspace in Cyberpunk terms). These play out
traditional performance roles (both of gender and Musical performance). However, it is the
position of this paper, that the vocaloids act as a fissure, whereby the fascination of the West
174
around the “projection of Japan as the ‘postmodern future’” is located in their taking “over
the narrative...the object becomes subject...when Japan ‘looks back’ at the United States
using the same ideological frame that has been used to render it ‘other’” (Park 2005, 62). To
do this, the triple combination of software, avatar and songwriter uses its own cultural
practices. Subsequently, “in this future, the technological Other is no ‘other’ at all - neither an
external space to be conquered nor an object to be used—but rather something that already
traditional theatrical practice and experience of Japan, have been traced as a framework
through which to read and understand the development of vocaloids and their associated
avatars. These notions of illusion can be seen to normalize the creation of an otherwise
synthetic, virtual performance. The avatars that front the sampled vocaloid software within
the cultural and creative languages can then be understood by positioning this development as
an artistic descendent of a traditional Japanese art form. Doing this, we traced concepts that
are culturally located (the habitus) and inform both the creative use and reception of the
vocaloids.
a part in understanding the interaction with the avatars. As we saw, the relationship between
the Western appropriation of a Japanese future (as manifested in Cyberpunk writings) that are
then utilized to reflect back a gaze from Japanese culture over the West, opens up further
questions about the role of the Vocaloids as a way of viewing the West. Furthermore, in
cultural terms, questions relating to the importance of Dōjin, (the Japanese culture of self-
publishing) and its relationship to Otaku (culture interested in anime and manga) may be
175
asked to highlight the peer-to-peer significance in the sharing of vocaloids. Here, works
either new or based on a character, that are self-published within dedicated sites and
marketed through general media sites may raise new readings of the impact of this
development.
Finally, the complex and intricate relationship between Consumer Generated Media,
the continual development of technology and Japanese popular music should not be
from art in most contexts, in the Japanese pop music industry, it works to enhance notions of
authenticity in the artist/audience relationship” (Stephens 2008, 6). With the rise of the
Internet, therefore, and in particular websites such as YouTube and Nico Nico Douga, the
ability to create a product such as a Vocaloid artiste becomes an easier, simpler process,
theatrical practices, and in particular the use and conceptualisation of Bunraku, the cultural
location of vocaloid software allows us to engage with this technology and artistic practice in
different ways to some of the other Western responses (either through voyeuristic fascination
or incredulities.
<1> References
Alland Jr., Alexander. 1979.“The Construction of Reality and Unreality in Japanese Theatre.”
Babcock, Joseph. 2004. “Ready to Explode: Exploring the Cyber-Culture and Cyber-Fear of
176
Barthes, Roland. 1971. “On Bunraku.” The Drama Review. 15 (2): 76-80.
Cogan, Brian, and Gina Cogan. 2006. “Gender and Authenticity in Japanese Popular
De Ferranti, Hugh. 2002. “Japanese Music' Can be Popular.” Popular Music. 21 (2): 195-
208.
Frederickson, John. 1989. “Technology and Music Performance in the Age of Mechanical
Reproduction.” International Review of the Aesthetics and Sociology of Music. 20 (2): 193-
220.
Herd, Judith Ann. 1984. “Trends and Taste in Japanese Popular Music: A Case-Study of the
Hsu, Wendy. 2008. “Review: Sensational Knowledge: Embodying Culture through Japanese
York: Weatherill.
Jenkins, Ron. 1983. “The Poetics of Theatre.” Theatre Journal. 35 (3): 414-415.
Jones, Stanleigh H. 1981. “Experiment and Tradition. New Plays in the Bunraku Theatre.”
Kelts, Roland. 2012. “Hatsune Miku Goes Highbrow.” The Japanese Times, December 21,
2012. http://www.japantimes.co.jp/culture/2012/12/21/music/hatsune-miku-goes-highbrow-
2/#.Uqw1l2RdV_s.
177
(Accessed August 20, 2013).
Kenmochi, H, and Hayato Ohshita. 2007. Vocaloid: Commercial Singing Synthesizer Based
Koizumi, Kyoko. 2002. “Popular Music, Gender and High School Pupils in Japan: Personal
Napier, Susan. 2006. “The World of Anime Fandom in America.” Mechademia. 1: 46-63.
Newitz, Analee. 1995. “Magical Girls and Atomic Bomb Sperm: Japanese Animation in
Park, Jane Chi Hyun. 2005. “Stylistic Crossings: Cyberpunk Impulses in Anime.” World
Shershaw, Scott Cutler. 1995. Puppets and Popular Culture. New York: Cornell University
Press.
Sontag, Susan. 1984.“A Note on Bunraku.” The Threepenny Review. 16: 16.
Spring, Katherine. 2011. “‘To Sustain Illusion is All That is Necessary’: The Authenticity of
Song Performance in Early American Sound Cinema.” Film History. 23: 285–299.
Weidman, Amanda. 2010. Behind the Scenes: Playback Singing and Ideologies of Voice in
South India. Paper presented at conference for Women Performers as Agents of Change:
178
Yano, Christine. 1997. “Inventing Selves: Images and Image-Making in a Japanese Popular
Zhivkova, Stella. 2004. Figurative Elements in Koto and Bunraku Music and Their
Expert Symposium on Arts Education in Asia, (Osaka University, Japan), January 9-11, 2004.
179