Aural Limbo
Transcription
Aural Limbo
Aural Limbo Space as a sonic interactive interface A Thesis Submitted to Parsons School of Design, a division of New School University, New York in Partial Fulfillment of the Requirements for the degree of Master of Fine Arts in Design and Technology. Mateo Zlatar 2003 Thesis Supervisors: Golan Levin, Mark Stafford Thesis Advisor: Stephanie Owens Aural Limbo Space as a sonic interactive interface Abstract Aural Limbo is an interactive installation that uses the physical relationship between sound and space as a poetic theme. In this work I seek to create opportunity for spontaneous interaction in the context of the public space, engaging passersby in an inhabitable sonic instrument that uses the body presence and location as variables for the dynamic transformation of sound. The physical space acts as host for an aural space composed of everyday sounds of the cityscape. These sounds represent the heterogeneity of our environment, the disregarded result of hundreds of activities happening at the same time, which cognitively don't have particular significance and usually is filtered as meaningless acoustic information ( noise ). The play of this work is based on the idea that we can discover meaningful sound patterns in noise, in this case through an interface that reveals them, making us aware of listening itself, as a creative act. 1 Acknowledgements I am profoundly grateful to my wife Paz Guzman and my Family for their support during this process. I also feel beholden to the people who provided me with advice and inspiration. Thanks to: Golan Levin, Stephanie Owens, Josh Goldberg, David Rokeby, Mark Stafford, Colleen Macklin, Sven Travis, Marko Tandefelt, Camille Utterback, Barbara Morris, Jose Miguel Tagle, Elaine Castillo Keller, Fang-Yu Lin, Mimi Chan, Eduardo Matamoros, Juan Herrera, Matias Martinez, Ian Szydlowsky, Matthew Mohr, and all the DT Community at Parsons. 2 Table of Contents Preliminaries Title Abstract Acknowledgements Table of Contents Chapter 1. Introduction 1.1. Motivations 1.2. Overview of the Thesis 1.3. Contribution of this Thesis Chapter 2. Background 2.1 Introduction 2.2 Spaces for sound 2.3 The Aural Perception of Spaces 2.3.1 Space as Sound Points 2.3.2. Sound as Feedback of Space 2.3.3. Spaces with aural directional messages 2.3.4. Dislocated Perception 2.3.5. Sound as Inner Space 2.4 Sound as Space 2.5 Patterns in Noise Chapter 3. Methodology 3.1. Introduction 3.2. Preliminary Experiments 3.2.1. Wearable Synth (Fall 2002) 3.2.2. Trigger Space (Spring 2003) 3.2.3. Sonic Arena (Fall 2002) 3.3. Thesis Prototypes 3.3.1. System Overview 3.3.2. Traffic Report (Spring 2003) 3.3.3. Spatial Scrub (Spring 2003) 3 3.3.4. Accumulation 3.3.5. Panning Sound 3.4. Summary of Implementations 3.5. Thesis Installation 3.5.1 Revealing Patterns in Noise. 3.5.2. The Context of the Public Space. 3.5.3. The users experience Chapter 4. Discussion and Analysis 4.1. The Music of Sound 4.2. Challenges and Pitfalls Chapter 5. Conclusion 5.1. Conclusions 5.2. Future Directions Chapter 6. Bibliography Appendices Appendix A. Custom Interfaces Screenshots A.1. Program for Accumulation A.2. Program Interface for Aural Limbo A.3. Program Interface for Traffic Report Appendix B. Supplementary Sketch Colophon 4 Chapter 1. Introduction 1.1. Motivations “Whereas colors are present “naturally” in nature, there are no musical sounds in nature, except in a purely accidental and unstable way; there are only noises.” Claude Levi Strauss, “The Raw and the Cooked” The phenomenon of sound has always intrigued me as a physical experience. Our bodies absorb the acoustical stimuli not only by the ears; they can perceive the vibration of the sound waves traveling through the air and bouncing between the walls, augmenting our perception, modifying our mental and physical environments. Sound as an invisible medium needs to be embodied through physical interfaces in order to be produced and manipulated, like the piano or the violin in traditional music, but these instruments represent just a slice of the entire audible spectrum, and moreover, they represent the culture of music, which uses discrete units –timbre, pitch and duration, as semantic units of the language of music. But sound itself precedes language and culture as a natural physical phenomenon. Fig.1 Sketches of the Watertank Experience. Years ago, a couple of friends and I went in a field trip to an abandoned water tank in the middle of the forest. The tank was three stories tall and about 50 feet in diameter and was completely empty. Once inside we started throwing stones at the walls, discovering a huge reverberation of these percussive sounds bouncing between the walls. We also tried our voices and all possible sound sources within the space. Sounds were trapped in the space for several minutes mounting one on top of the other, giving the possibility of building chords and creating complex rhythmical patterns. Suddenly I was aware of how sound 5 propagates through the air and the importance of the space in this phenomena. I realized that space can act and be treated as a sonic instrument. In the present thesis, I explore intrinsic relationships between Sound and Space; from their concreteness as primary elements of perception to the representational aspects they may reflect from culture. In this work I seek to create a non-conventional sound instrument, which goal is not only to serve as medium of expression, but ultimately to make us aware of the act of listening itself. In large urban cityscapes, such as New York, our acoustic environment is highly heterogeneous and saturated by hundreds of activities happening at the same time. In the impossibility of paying attention to every single stimulus, we filter out what we consider as meaningless acoustic information (noise). In this context, the concept of noise becomes highly relative, because we determine what sounds are significant in a particular moment. The same sound may be considered meaningful or meaningless, depending on the focus of attention. In the process of this work, I explore this idea of a polarized noise, using different spaces in where the presence of the body unchains a series of dynamic modifications in nonmusical sounds, revealing hidden rhythmical patterns emanating from them. The actual space remains the same while sound reshapes a virtual space, one that can change its form, texture and size. The discovery of this “other” space happens in a similar way as we may see in digital imagery where things seamlessly morph from one form to another, for example an abstract object that resolves in a human head. The surprise of it lies in the change of meaning that the object suffers along the way. The moment of the transformation 6 is far more suggestive than the final result. The word Limbo in its common definition is: An intermediate place or state, An imaginary place for lost or neglected things, The state of being disregarded. Most of these definitions are derived from the theological conception, which refers to an indeterminate place between earth and heaven, or in Dante’s words: “the higher state the man can achieve without god”. The Latin word limbus, refers to “an ornamental border to a fringe”, or a “band or girdle” that was chosen by Christian theologians of the Middle Ages to denote this border region. In my work, the metaphor of Limbo points to the experience of a meta-space, one that is revealed through contemplative and expressive rituals as we may find in sacred spaces, particularly in rituals where the transformation is driven by sound. This situation may be found in ancestral rituals, such as in mantra praying or in African drums, where sound and space play the role of an interface between man and his divinities. 1.2. Overview of the Thesis This Thesis is organized in four chapters. In Chapter 2, Background, I identify the main variables that may be involved in the development of this work, which are: The creation of spaces for sound, The aural perception of spaces, Sound as Space, and the semantics of sound. For each one of them I recall the work of modern and contemporary artists who have addressed such conceptions from a variety of perspectives, providing documentation and analysis. Chapter 3, Methodology, documents the prototyping phases in the development of this Thesis, which is comprised of five design experiments in interactive sound. The process 7 is exposed through documentation on the design and programming fronts, as design sketches, flowcharts and mapping diagrams, explaining functionality, interaction goals and expectations, that finally are summarized and evaluated. Chapter 4 is dedicated to discussion and analysis of the work outcome, evaluating at all its development stages. Chapter 5, Conclusions, summarizes the Thesis contributions, pointing unfulfilled desires and future directions. Finally, I provide two technical appendixes, one showing visual programming diagrams and other for supplementary sketches. 1.3. Contribution of this Thesis The development of digital technologies has reduced the way we process images and sound to the same level of abstraction and treatment, zeros and ones. Programmability as an intrinsic computational attribute, allows us to manipulate and specify our will over several kinds of data. In this common ground, digital designers have the chance to approach sonic design problems in the same way as they do visual information. However, the contemporary practice of multimedia design has remained centered on visual communication. The use of sound is generally treated as support for visual information, but not usually in the opposite way. While doing research on Sound in New Media, I noticed how contemporary art practice has addressed sound in a completely new way, separating it from the musical tradition, creating a whole new field for conceptual/concrete expression which is somehow known as Sound Art. The choice of sound, as medium for this project, represents for me an opportunity to incorporate the vocabulary of Sound 8 Art into the realm of computer multimedia. This thesis may be considered an Art project because it has aesthetic and philosophical goals, but also represents an inquiry on human-computer interaction, because it undertakes the responsibility of adapting an information system to human needs. The use of ‘invisible computing’ in my work, can be seen as a particular example and possibly extrapolated to the wide variety of tasks we all do with computers, such as planning, analyzing, visualizing or entertaining ourselves, which can happen in an individual or collective basis, collaborating with physically present or non-present others. All these tasks don’t require the sedentary behavior of the desktop. In this regard, this thesis proposes the use of computational augmented spaces as a contemporary form of computer interaction. 9 Chapter 2. Background 2.1 Introduction Through the history of architecture it is interesting to notice how humans have always modified space to host particular sonorities; for example small offices wrapped in double panels absorb sounds, creating perfect spaces for private conversations, and big temples result in perfect reverberating spaces for elevated chants and prayers. The constant association between type of spaces and kinds of sounds contributes to our cultural responses to places. Our notion of reality leans in each one of our senses. What if in a sunny day we enter our homes and instead of what is expected you hear a storm? How would this intervention change our perception and behavior in that space? In this thesis I seek to work on the manipulation of sounds and space at both physical and semantic levels. In this inquiry, for me was important to understand how contemporary art practice has addressed sound in a completely new way, separating it from the musical tradition, creating a whole new field for conceptual/concrete expression, giving form to what we know as “Sound Art”. This chapter uses works of installation or architectural intervention and performance that depict one or more of the three key aspects my work wants to address, which I summarize as: › The creation of spaces for sound. › The aural perception of spaces. (Sound as Space) › Sonic Representation and the semantics of sound. 10 2.2 Spaces for sound Through the history of architecture it is interesting to notice how humans have always modified space to host particular sonorities; for example small offices wrapped in double panels absorb sounds, creating perfect spaces for private conversations, and big temples result in perfect reverberating spaces for elevated chants and prayers. The constant association between type of spaces and kinds of sounds contributes to our cultural responses to places. By looking at the form and size of a space, one may infer what kind of sonority it will have, but the visual perception does not prepares us to the actual aural experience they convey. Some spaces that may seem to be acoustically neutral or inert, may surprise us with unexpected sound properties, the sonic quality of spaces influence our perception of them, modifying its significance and our behavior in that space. Is in that discovery that we become aware of listening, paying attention to the subtle variations and underlying patterns that sound may reveal. As an example of this kind of experience I came across a particular work of the Brazilian Architect Oscar Niemayer, who during the construction of Brasilia in the sixties, designed a curved structure that served as cover for the rain in a public square. This construction that seems to be very functional also was acoustically designed to amplify the sounds of people’s footsteps, Fig.2 Public building in Brasilia by Oscar Niemayer (1960). 11 creating percussive patterns by the reverberation of its sounds. A friend of mine, who brought me pictures of the building, described the experience as an unexpected gift, because she just walk through the space without knowing what was going to happen. As she discovered these rhythmical patterns, she also noticed how other people stayed in the space to play with those sounds, as if the building were a large-scale sound instrument. A building that is a sonic instrument. A different kind of strategy for sound spaces can be found in the work of the Austrian artist Bernhard Leitner, who created an architectonic intervention as a way to redirect natural sounds. In 1997 he was commissioned to produce a sound work for the Donaueschinger music days, a yearly contemporary music festival in Donaueschingen Germany. Leitner choose a public park by a river, which had a pergola under which the water flows. He did a simple intervention by hanging up a curved metal sheet, which reflects the natural sound of water to the inhabitant’s ears. This surface acts as an amplification device for natural sound, which can be perceived just by inhabiting the space. Fig.3 Bernhard Leitner: Wasserspiegel (Water Temple). Among Leitner’s work we also can find hybrid sound techniques that combines physical construction with electronic amplification to redirect and highlight natural sounds. As an example, Le Cylindre Sonore is a cylindrical 12 structure built by Leitner in Parc de la Villette, a public park in Paris. A double ring made of concrete host 24 loudspeakers between the walls; microphones in the surrounding bamboo forest capture and amplify its sound to the interior of the ring. The electronic augmentation of the natural sounds creates a paradoxical perception: an indistinguishable blending of actual and virtual sound spaces, which give the space an almost magical property, a “listening building” in its double connotation. Fig.4 Bernhard Leitner: Le Cylindre Sonore, Parc de la Villette, Paris. 1987 2.3 The Aural Perception of Spaces "If we were trained to turn mentally towards everything we hear, we would achieve a sense of spatial correspondence comparable to visual perception." Bill Fontana. In the interrelation of spaces and the sounds they produce or host, we can also reverse the picture by studying how sounds may reassure or neglect the space that contains them, modifying our perception of spaces. The work of Bernhard Leitner provides a good example of the design of spaces based on the vocabulary of sound. The perception of these spaces unfolds in time with the movement of lines or points of sound, which perceptually modify our spatial 13 experience, making the whole body a permeable acoustic depository, a “big ear” for three-dimensional space. Here I use the work of Leitner as a way to exemplify and discuss some strategies for building spaces with sound. In the spring of 1971, Leitner started a series of practical investigations in a large hall in New York. These investigations were based on theoretical projects and concepts, originally published in Artforum (March 1971). The following lists the investigations and experiments conducted by Leitner during the 70’s in chronological order: Soundcube: Borders of a corridor, Swinging space. Raum-Wiege (Sound Swing) Leit-Räume (Guiding Spaces): Sound Gate, Sound Slopes Gang-Variationen (Corridor Variations) Liege-Objekte (Lying Within Sound) Trag-Objekte (Portable Objects) Vertikale Räume (Vertical Spaces) Erweitern – Verengen von Raum (Expanding-Contracting Spaces) These instruments can be broadly classified as general and specific ones. “Soundcube” and “Spatial Grid” are general instruments because they are neutral structural matrices where to test several different sound movement specifications in space, analyzing their effect on the perception of space. In the other hand, specific instruments are the ones designed specifically for certain pre-defined and particular sound movements such as: “Sound Swing”, “Guiding Spaces” and “Corridor Variations.” All these instruments utilized an electronic switching device built according to Leitner’s specifications, which allow the programming of sound sequences for any number between two and forty loudspeakers. 14 “The Soundcube is an instrument for producing space with sound. It has a grid of loudspeakers on each of its six walls. It is visually speaking “neutral”, i.e., without any specific spatial message. The sound is programmed to travel from loudspeaker to loudspeaker. The dimensions of the cube depend on the particular situation. An infinite number of spaces or spatial sensations can be created. The Soundcube is a laboratory for studies in the definition and character of space and for investigation into the relationship between motions of sound and their audio-physical experience. At the same time it is a place for demonstrations to the public.” (Leitner, 18.) Soundcube and Spatial Grid were never built, although Leitner designed the sound movement specifications in custom scores, and punch-card programming. These instruments served as hypothetical situations were to develop his theoretical framework. The hypothesis he was trying to depict, was “Rhythm as Space” referring to accentuation of individual points in space by the pulsing of individual speaker units across the six walls. A sequence of pulses describes direction, creating the illusion of lines and circles of sound traveling in space, in which intensity, tempo and duration became critically significant. 2.3.1 Space as Sound Points Across the diverse experiments conducted by Leitner, we can distinguish specific elements and variables he used as a strategy to build spaces with sound, which I summarize as: Fig.5 Spatial grid of speakers and movement of sound in Sound Cube, Leitner 1971. › The sequence of loudspeakers. (Direction, trace, line.) › The speed of traveling sound. (Timing) › The intensity of sound at each point. › The quality of sound (Timbre.) 15 The choice of sounds for most of his experiments was percussion and simple electronic tones. They were used as ways to demarcate points in space, the message of these sounds was tied to the perception of dimensions in space, rather than conveying a message in sounds themselves. As an example of this, I recall Leitner description of sounds in “Corridor Variations” (1973) “The arching example shows how fast, soft beats (small drum) start forte (T) in A2, lift off with a decrescendo, move slowly (Q) and piano (V) through the two top loudspeakers (A0,A7) and continue to A6, increasing in both traveling speed and intensity before ending in A5 with forte (T). The perception of the ceiling’s curvature depends upon the decrescendo/ritardando of the rising line and the crescendo/accelerando of the falling line (steep arch, flat arch).” (Leitner, 52.) 2.3.2. Sound as Feedback of Space Fig.6 Borders of a corridor, Leitner 1971. Fig.7 Swinging Space, Leitner 1971. “Borders of a corridor” (fig.6), is a sequence of sound movements describing three inclined planes in half of the cube, mirroring the exact same situation in the other half, creating a central corridor in the middle of these two movements. In “Swinging space” (fig.2), there are seven circles in the horizontal axis gradually changing their inclination angle. In these two early experiences, individual accentuation of points in space creates the illusion of a sound line describing movement, establishing dimensions of height and length, which gives an aural perception of boundaries of space. Although these boundaries cannot be experienced at once, they are transformed, repeated and developed in the dimension of time. “Sound Swing” (1975) is an actual installation conveying 16 Fig. 8 Sound Swing, Leitner 1975. the idea of a pendulum of sound. (fig.8) This instrument consists of four loudspeakers, two of them placed at the ends of mirroring diagonal platforms, and the other two at the bottom of the structure, leaving a central space for the body to walk by or stay. The diagonal wooden panels act as an acoustical resonance link between the upper and lower loudspeakers, which distance between them was empirically determined to convey the perception of continuous pendulum-like motion. The program for Leitner instruments was recorded on punched tape in three different codes: one determining the sequence, one the intensity and one the speed of motion. “Working with a visually readable program permits one to introduce directly corrections such as adding or taking out a loudspeaker in a particular sequence, or modifying the intensity of each loudspeaker.” (Leitner, 14.). Fig.9 An example of Leitner’s punched card programming. In particular cases, his instruments allowed the users to manually select the speed and intensity of the sequences, which he thinks as “self-adjustable feedback between person and space.” I think this idea can be extrapolated to the dynamic possibilities offered by contemporary computer capabilities. How these experiences may be enhanced if we give users the control of sound variables on the fly? For example in “Borders of a Corridor” and “Sound Swing”, the speed of sound motion (rhythm) may be coupled to the speed of users motion in the space, increasing or decreasing according to the different users, 17 or a single user behavior in the space. Among Leitner’s experiments the one that is closer to the idea of interactive sound is “Spiraling Space” (1972). In a hypothetical tube-like corridor, successive rings of speakers render the space. Sound moves along the ring in a 4-second revolution and all rings move at the same time. When somebody stands still under a ring, he can feel the circling sound around, as he moves forward, the sound becomes to describe a spiraling effect, mapping walking speed to the rate of the spiral wavelength. Fig.10 Model for Spiraling Space. Leitner 1972. In this work, there is a direct correspondence between the users movement and the unfolding of the spiral in a way it can be considered “reactive” because users perceive according to their own individual displacement in space, with the possibility of having several people experiencing their own spiral at the same time. 2.3.3. Spaces with aural directional messages Fig.11 Sound Gate, Leitner 1971. “Sound Gate” (1971), is a vertical square structure, which holds 17 speakers along his perimeter and is the building block for a series of them, assembled in a way to create a passageway of sound. The structure is 4 X 4 meters and has two extensions on the floor. Leitner created two different programs for it; in one the sound moves from one loudspeaker to the following next loudspeaker along the structure, giving a directional message to the gate (fig.11). In the other program (non-directional) criss-crossing motions of sound accentuates the gate’s vertical plane, creating a 18 Fig.12 Sound Gate, Leitner 1971. Non-directional program. Fig. 13 Sketch for Implementation of Sound Gates in a public space, Leitner, 1971. dynamic sound layer, which is crossed by the body in motion in any given direction, perceiving the dimension of the gates physically (fig.12) Leitner made a sketch of how he sees a sequence of gates implemented in a public space (passageway of hallway) A directional message in this case will have a polarized meaning; one encouraging the body movement if walks in the same direction, and the other moving against your direction which may be analogized to the experience of walking against the “wind direction”, which is not wrong or right, but simply adds this sense of impulse. 2.3.4. Dislocated Perception “Ascending and descending lines of sound are superimposed on a slope. Their angles of inclination enhance or negate each other. The downward movement of a person is emphasized by a descending line of sound. Ascending and descending lines of sound biopsychologically influence the descending person’s reading of the slope’s actual angle of inclination.” (Leitner, 47) This kind of distortion of spatial sensation happens in the match or mismatch between sound movement and spatial forms, as we may find in “Sound Slopes” (1972). This phenomena can be used to demonstrate differences between visual and aural perception, perhaps in the design Fig. 14 Sound Slopes, Leitner, 1972. 19 of a space that can be perceived completely different aurally. As an example, I imagine a small cubicle in where sounds reverberate as if were in a big cathedral. Any given sound in that space will actually be referring to another space. The encounter of such contradictory elements allow for the dislocation of perception. 2.3.5. Sound as Inner Space One of Leitner’s most interesting observations about the influence of sound in the body is the fact that we absorb sound with the entire body and not merely by the ears. “Lying within sound “ are experiments in which sound is applied directly or close to the body in a static position. “In sound objects one listens to the sound, one feels it wherever the vibrations enter the body and one retraces the movements mentally. Body position and spatial movements of sound must relate to each other. Lying down implies a particular readiness to perceive sound motions around, along and through the body.” (Leitner, 58.) Fig. 15 Sketches for Platform for Horizontal Motions. Leitner, 1976. Fig. 16 Sketches for Platform for Vertical Motions. Leitner, 1976. Among these experiments there is “Platform for horizontal motions” (1976), which consists of a bench with two loudspeakers underneath. Staccato-like electronic beats move in the upper part of the body producing a stretching effect. The same bench is used but with a set of loudspeakers positioned underneath the chest and above in two layers in “Platform for vertical motions” (1976). A soft, medium fast electronic beat moves between them provoking the persons breathing to match the sound movement. (Fig.16) In these experiments, the motion of sound through the body can influence biological functions such as breathing. After a time under the influence of rhythmical patterns, 20 Fig.17 David Rokeby performing with his Very Nervous System. breathing falls in synch with them, which can be thought as an expansion of the body in space through sound, similar as we may found in the ancestral practice of mantra praying, a form of meditation where sound leads the ritual as its “score”. Sound tends to create a feeling of awareness of an inner space, which goes beyond the body space. Leitner was aware of this as he recalls in an interview during the eighties: “Hearing experiences not only enable us to have a special spatial experience but also an internal space” (Bernhard Leitner interviewed by Wolfgang Pehnt during Documenta 1984, Cologne.) I believe that sound has a strong influence at the spiritual level, independent of individual religious believes or ritual practices. David Rokeby, multimedia artist creator of Very Nervous System, a video tracking software and performance instrument, comments about this issue in the context of his interactive sound installation “VNS” (1986-1991). “The diffuse, parallel nature of the sound interaction and the intensity of the feedback loop can produce a state that is almost shamanistic. The self expands, and loses itself to fill the space and by implication, the world.” (Rokeby) 2.4 Sound as Space “Like modernism itself the phonograph represented a new day in aurality through its ability to return virtually any sound back again and again into the sensorium and into the historical register.” (Kahn, 5) As different musical instruments produce different sounds, spaces have also their own sounds, based on their physical characteristics. The reproduction of sound by electromagnetical means allow us to recreate a given moment in time and space in another time and another 21 space, which suggests the possibility of remote presence. Recording or transmitting live sounds from one environment to another, translates a spatial situation, carrying the representation of one space to another. In this sense, artificially recreating a space can be seen as the creation of a virtual space. An elegant example of this can be found in the work of the American Sound Artist Alvin Lucier. In his piece “I am Sitting in a Room” (1970), Lucier reads aloud the following text, recording his voice in a tape recorder: “I am sitting in a Room different to the one you are in now. I am recording the sound of my speaking voice and I am going to play it back into the room again until the resonant frequencies of the room reinforce themselves so that any semblance of my speech, with perhaps the exception of rhythm, is destroyed. What you will hear, then, are the natural resonant frequencies of the room articulated by speech. I regard this activity not so much as a demonstration of a physical fact, but more as a way to smooth out any irregularities my speech might Fig.18 Lucier performing “I am Sitting in a Room” have.” The recording is played back into the room through a loudspeaker, while simultaneously re-recorded using a microphone. The new recording is played back and rerecorded in a successive series of generations. In each new recording the natural resonance of the room is captured and reinserted, amplifying it until we can no longer distinguish the original text, only retaining the pure resonance of the room. By listening the recording of this piece, one can “see” the space, not in form but as function. “I am sitting in a room” uses space as a sonic instrument that speaks about itself as space. One key aspect about Lucier’s piece is the fact that the 22 room in which he is “… is different from the one you are” as he reads. I think the translocation of spaces is possible not only because of the technologies of reproduction, but because our experiences of space can be recalled by our imagination. Aural reproduction suffers of transformations that would make sounds mere representations of other ones. As an example, a photographic image can be easily understood as a representation, because the changes in scale, perspective, lighting, depth, etc. In an approximation to achieve realism we can find the example of the trompe l'oeil in painting, which creates an illusion of reality by coupling dimension and spatiality. A particular work of the Canadian artist Janet Cardiff, works out this conception with sound; “Forty Part Motet” is a sound installation that replaces the voices of forty choir voices by forty loudspeakers. This work uses a piece of secular music created in the Sixteenth century by the English composer Thomas Tallis. Visitors can perceive the choral music as a whole while standing in the middle of the space; as they approach to individual speakers they can distinguish individual voices, being able to walk through and climb between the different harmonies and layers of sound. This piece translates the physical inaccessible inner space of choral music to an accessible other space, as Cardiff explains: “Even in a live concert the audience is separated from the individual voices. Only the performers are able to hear the person standing next to them singing in a different harmony. I wanted to be able to 'climb inside' the music connecting with the separate voices. I am also interested in how the audience may choose a path through this physical yet virtual space.” Fig.19 Installation of Forty Part Motet in England, by Janet Cardiff. The translocation of sounds can also contradict or neglect the space which contains it, as in the work of Bill Fontana. 23 Fontana transmits sounds from one location to another creating a re-presentation of a distant space, which in the change of context suffers of an intriguing permutation, which evokes another physical space. An example of this is "Sound Island" a sound intervention made by Fontana at Arc de Triomphe, Paris in commemoration of the 50th anniversary of the D-day. In this work loudspeakers were placed in the four façades of the monument, which transmitted live sounds from the Normandy Coast, transforming the visual and aural experience of the constant traffic around the Arc. The harmonic complexity of the natural sounds of the ocean and crushing waves has the psycho-acoustic ability to mask other sounds, directing our attention to them over the overwhelming noise of traffic. It is interesting to notice how an intervention like this, with no visual or physical alteration, has the power to completely transform the notion of a space. Fig.20 Sound Island, Sound intervention at the Arc d’Triumph by Bill Fontana. Paris, 1994. 2.5 Patterns in Noise “As a visually oriented culture our essential responses to the everyday world are semantic. Everyday sounds are regarded as not having semantic significance (noise). Noise pollution (with the exception of sounds that are dangerously loud: close proximity to a jet aircraft or heavy machinery) can be explained as a semantic problem. Because sounds must be semanticized in order to be meaningful, our main aural concerns as a culture have been language and music. Sounds in themselves have not been regarded as having communicative effectiveness.” (Sonic Ecology, Fontana.) In large urban cityscapes, such as New York, our acoustic environment is highly heterogeneous and saturated by hundreds of activities happening at the same time. In the impossibility of paying attention to every single stimulus, we filter out what we consider as meaningless acoustic 24 Fig.21 Cover Diagram for “The World Soundcape Project’s Handbook for Acoustic Ecology” R. Murray Schafer 1978. Fig.22 John Cage and one of his “Prepared Pianos” information falling in the category of noises. In this context, the concept of noise becomes highly relative, because we determine what sounds are significant in a particular moment. The same sound may be considered meaningful or meaningless, depending on the focus of our attention. In 1970, the Canadian composer R. Murray Schafer started his “World Soundscape Project” in which he collects and analyses the sounds of a particular environment to examine interrelations in the biosystem and the techno spheres; identifying noise pollution sources, and sounds that may be preserved or encouraged. In his research he embraces the idea of a sound ecology, which have influenced many other sound artists and composers such as Bill Fontana and the Australian radiophonic artist Paul Carter who states: “[…] Degraded environments will be sparsely orchestrated and badly tuned, while relatively undisturbed habitats will be harmonically subtler and rhythmically more various […]” (Madsen, 2). For Schafer, the degradation of our soundscapes is the loss of “resonant wilderness”, the loss of the sacred. His essay “Radical Radio” suggests the idea of injecting fresh sounds to the heart of the cities from remote and wild locations. Schafer’s ecology is practiced in an almost scientific way, even though the problem is based on an aesthetic parameter, the one of harmonic degradation. John Cage was one of the first musical composers who neglected the traditional western affinity for harmony and tonality as a means of structuring compositions. One of his most famous pieces, entitled: 4’33’’ is a score containing the equivalent time of 4 minutes and 33 seconds of just silence. Cage thinks that absolute silence doesn’t exist, which may be inspired by his experience in an anechoic chamber in 1952, when instead of the expected silence, he heard two constant sounds; his nervous and circulatory systems at work. Cage started seeking sound in every single 25 object he found, which can be reflected in his “prepared pianos”. From them it can be said that Cage wanted to incorporate musical meaning to commonly unsemanticized sounds, which in Bill Fontana’s words, is the ultimate contribution of Sound Art. “The semantic ambiguity of sound will change when society develops a capacity to perceive patterns or qualities that are recognizable as part of a context of meaning, such as the sound vocabularies of contemporary music and acoustic art […] The task of acoustic art and acoustic design is to fundamentally challenge all of the old historical definitions of noise and the resulting preconceptions that most people have about the sounds they live with”. (Fontana, 3) For Cage and Fontana the problem of noise may be understood as a lack of listening awareness; in the case of Fontana by creating works that uses the natural environment as living source of musical information. He assumes that “at any given moment there will be something meaningful to hear” and “that music - in the sense of meaningful sound patterns - is a natural process that is going on constantly.” A fantastic extrapolation of this idea can be seen in the movie “Dancing in the Dark” of the Danish filmmaker Lars von Trier. This movie tells the story of a nearly blind worker of an industrial factory (Bjork), who discovers in the machinery sounds “hidden” music that she dances and sings to. This music is in her mind, but we can hear those musical compositions made from machine sounds as she thinks it. Our memories not only store images, words or smells; they can recall sounds and music as well. In the same way we mentally envision images we have never seen before, we can mentally listen to unheard music. 26 Chapter 3. Methodology 3.1. Introduction The development of the present Thesis has been supported by a series of experiments and small projects in physical interaction with sound. In my intend to incorporate physical space as an interface, I started from simple electronic components and sensors, using a chip as the sound source. For the following stages I switched to prerecorded and live video as input and MAX/MSP as the programming environment. The present Chapter expose five design experiments through documentation on the design and programming fronts, as design sketches, flowcharts and mapping diagrams, explaining functionality, interaction goals and expectations, that finally are summarized and evaluated. 3.2. Preliminary Experiments During the Fall of 2002 I was involved in a collaboration studio called Musical Interfaces which first was conceived as a fundamental electronics workshop for building sound interfaces. In this studio I had the opportunity to experiment, design and build three projects, which helped me understand the basic issues of physically interacting with sound. 3.2.1. Wearable Synth (Fall 2002) In this project I intended to map my own body movements to basic sound parameters in an Invisible Interface, which allows the body to move freely without the constraints of being tied to a device by cables or any other gadget. My goal was to create a synesthetic relationship between body language and sound, testing different mappings of 27 Speaker Amplifier 555 Timer Chip 555 Timer Chip Fig.23 Configuration of FM Synthesis in Wearable Synth. Bend Sensor Bend Sensor Bend Sensor Timer Chip setup Fig.24 Sensors positions and chip location in Wearable Synth. movements to sound and observing the expressive ranges I obtain by using the most minimal interface. To accomplish this I used a 555- timer chip, a small electronic chip that produces electrical impulses, which can be easily controlled and modified by varying resistance. In my setup I implemented two of these chips to produce FM synthesis, where one chip acts as the modulator of the other. (Fig.X) The chip setup was attached to the belt in a soft case that contains the speaker as well. Bend sensors attached to the elbows, knees or shoulders were connected to the chips, allowing continuous change in sound by flexing the main body articulations. In this project I spent a big portion of the timeframe finding an interest sound in the combination of fixed resistors and capacitors used. The resulting sound was a constantly warbling tone. Although the sound was rich and interesting, the expressive range was limited and required a great amount of practice to learn how to control the output in an interesting way. Additionally, the continuous sound was a problem; I wanted to use silence as another controllable variable, which I later implemented using a photocell attached to the inner part of the leg, so when the legs were close to each other, the photocell was covered, silencing the synth. Sometimes the body would adopt awkward positions to accomplish a particular sound, making the performance humorous at some points. I realized that the body was trying to adapt to the instrument requirements to produce interesting sonorities, rather than using the natural body inflections to produce a synesthetic sound parallel. 3.2.2. Trigger Space (Spring 2003) An experiment similar to Wearable Synth was done later in time, using video input instead of sensors attached to the body. The video-input is processed in the computer using Cyclops, 28 and MAX/MSP as the computer vision and sound processing software respectively. Cyclops allows for the specification of a grid of custom rows and columns over the image, outputting integer numbers according to the occlusion of any of the cells in the grid. I assigned a different sound to each cell. The visual field of the camera is converted in a kind of "minefield", in that way the body can trigger those sounds by just crossing a cell. Fig.25 Each cell represent a sampled sound Fig.26 Preliminar sketch for Sonic Arena. In this case, there was no restriction in the kind and variety of sound I can use, but due to the way in which I specified the sounds, that is "cell-specific", the space becomes fixed and specific positions in space always trigger the same sound. This constrain made the interaction a “memory” game, because once you hear a sound at a specific position of hands, head or legs, you can repeat the movement or sequence of them to repeat a series of sound events again. I plan to develop this prototype further for a live dancesound performance, maybe using two video inputs to map horizontal and vertical motions. 3.2.3. Sonic Arena (Fall 2002) Users are confronted with a frame containing fine sand rose to the level of the hand. As users move the sand, trails are left behind; this action is captured by a video camera placed inside the pedestal, pointing to the bottom of the frame, which is made of transparent acrylic. The trails create difference in the depth of sand, allowing the light to pass in different intensities and forms. The sand movements are mapped to a set of prerecorded samples of abstract sounds, which fade in and out seamlessly, giving an aural feedback in real-time to the patterns created in the sand. This project can be seen as a scaled-down version for my thesis installation because its input and output are the same but in an inverted situation. The patterns in the sand 29 Fig.27 Sonic Arena in use. Fig.28 Video input from the bottom of the frame as received in the computer Fig.29 Boundary dimensions of light trails in the sand box. being observed from underneath will be finally extrapolated to people movements being observed from above. The development of this project went through a series of stages, because I was learning MAX at the same time, so it had several instances of programming before getting to the final interface and its inputs and outputs. This process started with a mock up of the video input with a basic “paint” object, which is a simple canvas window in MAX that returns x and y values for the current mouse position. The first mapping I tried was using these values to control a set of cycle~ objects, (MSP built-in tone generator) which was implemented as LFO (low frequency oscillator). The parameters being controlled were the LFO rate and LFO depth, perceived aurally as an oscillating pitch in variable intensities. In the following stage I switched to video as the input, using the boundary dimensions of the light blurbs as the meaningful values to manipulate sound, so in this case the size of the trails was the modifier parameter rather than the form or position. I built a patch using the Jitter object jit.findbounds to get these values. This object analyses the video input returning numerical coordinates of the size of a particular color blurb. Here I mapped these values to a tone generator. The values cross through a series of mathematical transformations to be received by a series of cycle~ and line~ functions. In this case, the correspondence between sand trails and the sound output was less obvious, but the sound always had the same timbre with variations only in pitch and depth similar to Aural Paint. I realized that would be more interesting to allow users to cross through different sounds along the sand field. A third stage was built using Cyclops a computer vision extra designed by Erik Singer, which has three modes of image analysis. The one I found interesting to explore is 30 called “difference” which measures differences in the image, frame by frame in a matrix grid which can be specified in columns and rows that returns integer values per each grid unit for each captured frame. I specified a 8 X 8 grid and connected each output to a different sample player object (sfplay~), which reads stored samples in the hard drive. These sound units were assigned to a specific grid unit, acting as triggers. The samples where edited so that they faded in and out in relatively long phases, and they crossfade seamlessly when the different units were exited. In this case, the approach chosen was completely different, because I was using sampled sounds as a way to convey abstract sounds which were also synthetic in origin, but hard to specify in MAX using sound synthesis techniques. The result was clearly richer in terms of sonority enhancing the experience and making it interesting for a longer time. In another version I used another set of sampled sounds that created a semantic relation between the sand in the interface and the sand by the sea. The sounds were recordings of the ocean: the shore water cycle, crushing waves, birds and wind. Fig.30 Sonic Arena in use. The use of samples, compared to synthesized sounds, represent its advantages and disadvantages. The synthesis of sounds allows an infinite degree of form manipulation because it works in the specification of sine waves, which are the basis of aural perception. At the other hand, sampled sounds opens the possibility of manipulation at the semantic 31 level (sound narrative) because one can use sounds that convey linguistic messages such as speech or natural phenomena like weather, birds, or music. In Sonic Arena I experimented with sampled sounds in both ways, in an abstract and figurative way. In this particular piece, the figurative approach was easily understood and made the experience more successful from the users point of view, mostly because the interface reinforced the ocean metaphor, however I think is still possible to play in the boundaries of both conceptions, a fluctuation between the recognizable and the indecipherable, the morphing between noise and meaning. 3.3. Thesis Prototypes 3.3.1. System Overview During the development of this project I had to research, find and learn a series of system software that would allow me to control sound based on a video input. After a short period of experimentation with simple electronics I started using MAX/MSP, which is a visual programming language developed by Miller Puckette. MAX was originally developed to manipulate MIDI data; with the addition of MSP, (MAX Signal Processing), it was possible to specify and manipulate sinewaves and samples. After trying the software for a couple of months I felt comfortable enough to start developing my own tools. Especially important for me was the possibility to have a video input, through the addition of computer vision extras. During the prototyping stages I have worked with three different computer vision extras. The first one was Cyclops, designed by Erik Singer. Secondly I tried Jitter, and finally David Rokeby’s SoftVNS 2.1, which I found to be the best video tracking – image analysis external for MAX, because it can combine different analysis modes using a single 32 input. All the prototypes for this Thesis share the same input – output system, which is based on single video Input, MAX/MSP programming, and loudspeaker output, the only variation is in the Computer Vision externals used in each one of them. Fig.31 Single video Input, MAX/MSP programming, and loudspeaker output. 3.3.2. Traffic Report (Spring 2003) In the process of learning the different objects for sound manipulation in MAX, I came across a playback speed control of sampled sounds. I built a patch that used a loop of about 40 seconds long, which I previously edited in Protools. The same day I went to the Brooklyn Library and while waiting to cross the street, I saw how the traffic of vehicles flows in rhythmical cycles. Using a video camera I recorded a full cycle from no traffic to full circulation to no traffic again, which later I used as the input for a program I wrote in MAX. Fig.32 The surroundings of the Brooklyn Library 33 Fig.33 The pattern of the traffic cycle. From the video image I analyzed the amount of overall movement occurring in the image frame by frame. I connected this value to the speed of the sampled sound; as a result there was a proportional increase in pitch and speed of sound according to the traffic cycle. I thought that this translation can be implemented as a simple feedback a public building gives to its surrounding environment. The avenue in a side of the Library has four lanes and many people wait for several minutes to access the Children’s section entrance, which may give them time enough to make the association of traffic and sound if loudspeakers are mounted in the lateral façade. 3.3.3. Spatial Scrub (Spring 2003) For this prototype I chose the space of a corridor, in which there’s only two ways to go, back and forth. Using this space situation, I created a short segment of sound that contained a large amount of sound events; chords, percussion, segments of voice, one after another. This soundtrack loops in very short cycles, about 100 milliseconds. A video input was used to “track” position in that space. That position was connected to the main audio cursor, the one indicating the current position in the sample, in this way, when people walk through the corridor, they can “scrub” through the sample as if they were a scanner or playback head. Fig.34 The body as the playback head of a sound. The speed of motion determined the size of the loops in milliseconds, so the faster the speed, smaller portions were looped, creating a finer “granularity” in sound. The repetition of the loops, create a rhythmical pattern of sound, which degree of musical harmony and beauty depends on the type of sounds in the soundtrack. For this experiment I used subtle chords, basses and hi-hats that are continuous tones, without abrupt cuts, so when looped, they seem to 34 interweave in a rhythmical progression. As experience, the connection between the size of the corridor and the size of the sound, is not immediately clear, but as soon as users stop to listen, the sound keeps looping in the same position, so when resuming motion, the connection becomes evident. Fig.35 The interior hall of the Brooklyn Library Fig.36 The increases in the delay are implemented in a logarithmic curve, making the feedback more “sensible” to small changes in the environment, and more “stable” at the peak. 3.3.4. Accumulation In this prototype I wanted to experiment with a feedback whose changes can only be perceived in a long timeframe. I placed a video camera observing the Brooklyn Library main hall from above, (almost plain vertical), so I could see a large space and the traffic of people happening in it. The sound used was the ambient sound of the same space. The video image was analyzed in terms of amount of movement happening each 15 frames. The number obtained from that reading was used to control a “delay feedback” in the sound. A delay feedback in sound is similar to a “video feedback” as we may find in early video works of Nam Jun Paik, where the camera points to a monitor displaying the same image being captured, creating a spiraled image because of the closed circuit between input and output. In sound such effect can be accomplished by reinserting a portion of the input to the output, with a slight delay. The effect is a constant tone emerging from the original sound, which changes also according to the input. The amount of movement in the space was connected to the amount of feedback in the sound, reflecting the physical situation. In this way, we can obtain an aural “portrait” of the space in a given moment. If we compare snapshots along a day, we would see significant changes in the sound. This experiment used an extremely long “exposure”, so the changes of sound may not be perceived instantly, but along the course of a day. 35 3.3.5. Panning Sound This prototype was an experiment on tracking positions of multiple users in space, and also the amount of movement within zones of the space. Tracking people’s positions requires certain conditions of light in the space in order to differentiate people from the background. Also as the lighting conditions may change along the day, there is the need for periodic revision of the thresholds that determine people’s presence. This task is hard, so I spent a great amount of time figuring out a way to dynamically take periodic measures of lighting conditions to readjust the thresholds. There is also the problem of occlusion. When two people are close to each other, it is almost impossible for the computer program to differentiate them as two individuals. Nevertheless, the position and distribution of users in space is valuable information that can be used in a variety of ways, for example the panning of sounds between output channels. As I am currently working with two output channels, Left and Right, I divided the video input field in 16 vertical zones, each one reporting movement in its own space, I assigned to each one of these zones a numerical value from 0 t o16, each extreme representing an output channel. The numbers in between represent intermediate values in the amplitude of each channel. In this way, if one person is present in the space, its location pans the sound to the opposite side of which he/she is. As the user moves around, sound moves accordingly. Fig.37 Custom tracking interface 36 In the case of a greater number of users, their positions are averaged for determine the movement of sound. The movement of sound in space would give a dynamic response to peoples displacement within the space, creating an attraction–repulsion relationship between sound and listeners. I decided to move sounds in the opposite direction because this makes the movement more evident, because mapping to the same position can be easily confused with sounds being louder by being closer to a channel side, which happens naturally in the proximity of a sound source. 37 3.4. Summary of Implementations For this summary I considered the five most relevant experiments to my final Thesis project, which are: Trigger Space, Spatial Scrub, Traffic Report, Panning and Accumulation. These Prototypes represent a wide range in physical size, which has helped me understand and consider particular details relevant for each particular scale. In each one of them I am using a different mode of Image Analysis, what was suggested in part by the physical situation itself and in part for the kind of mapping to sound I wanted to try. While doing this experiments, I could see how each one of them had a different timeframe requirement, also due to the nature of the event, and the type of mapping, that will define the time of the experience. Fig.38 Comparison Table Physical Scale Body Corridor Hall Building Facade Large Interior Plaza Horizontal Position x, y position / Movement Amount Movement Amount Movement Accumulation Pointer to file time Panning / Reverb Speed of soundtrack Feedback Delay Amount Seconds Seconds / Minutes Minutes Hours Image Analysis Zones Mapping to Sound Trigger Samples Required Temporality Milliseconds 38 3.5. Thesis Installation 3.5.1 Revealing Patterns in Noise. Aural Limbo is a physical space, which act as host for and aural space composed of everyday sounds of the cityscape. These sounds represent the homogeneity of our environment, the disregarded result of hundreds of activities happening at the same time, which cognitively doesn't have particular significance, and usually are filtered as meaningless acoustic information (noise). A ring printed on the floor demarcates the boundaries of the sensible space. Within this zone, the presence of the body, its location and amount of movement unchains a series of dynamic modifications in non-musical sounds, revealing hidden rhythmical patterns emanating from them. These patterns are revealed by the digital manipulation of sound parameters such as: Speed, Reverb, Pan, Delay Feedback, and Convolve. These parameters are controlled by a combination of data input from the physical space, such as presence in the space, position in the space and difference between frames (motion). The actual space remains the same while sound reshapes a virtual space, one that can change its form, texture and size. The discovery of this other space happens in a similar way as we may see in digital imagery where things seamlessly morph from one form to another, for example an abstract object that resolves in a human head. The surprise of it lies in the change of meaning that the object suffers along the way. The moment of the transformation is far more suggesting than the final result. Fig.39 Installation Squeme 39 3.5.2. The Context of the Public Space Fig.40 Access Lobby at 2W 13th Street Fig.41 Installation Squeme Although computers seem to be anywhere present in our lives, people are not expecting to interact with one in the middle of the street. What interests me about using public spaces is that creates opportunity for spontaneous interaction. This installation takes the form of an architectonic intervention; in the sense it becomes part of the building, rather that an Artwork exhibited in a building. The purpose of this intervention is to engage passersby in a habitable sonic instrument. With this goal in mind I searched for possible spaces within the University facilities, looking for an interior public space that had pedestrian traffic throughout the day. After finding and requesting two possible spaces, finally I got the 2W 13th street access lobby at Parsons. This lobby is a transitory public space. People are distributed from here to the gallery, offices and elevators. Its physical structure as well as its inhabitance and traffic patterns, makes it a good place to host the interactive experience. The project is conceived as a non-invasive installation because it doesn't modify or alter the space in any physical way. It consists of a demarked circle in the floor, which will be the interaction zone. (Camera field of view). In the surrounding space a set of four speakers will output the sound. 3.5.3. The users experience The following are desiderata for my installation, in terms of what I expect to be the users experience from the aesthetic and functional points of view. 0. The space is empty, people start accessing the building for class. On their way to the elevator they hear sounds of the city and other ambient sounds coming from the space. 40 A ring printed in the floor demarcates the center of the sound projection. 1. While waiting in the elevator line, some of them come back to the space to see what is this about. Others may want to try in their way out. 2. When one person enters the space, the sound pans in the opposite direction of his/her position, as this person moves around the sound moves from speaker to speaker, creating an interplay between listener and sound. 3. If more people enter the space, the panning is a result of the average position in the space. If people are equally distributed, the pan will stay in the middle. (Equal amplification in Left and Right Channels). 4. As users move within the area, the sounds are morphed by adding reverberance, or varying speed. At the peak of movement the original sounds are not longer recognizable as such, turning into reverberating patterns of ever changing rhythms and echoes, behaving as musical elements. 5. When the space is emptied, a new soundtrack is triggered. There are 4 different soundtracks with different transformations. This sounds are called randomly so two users may experience different sounds and its respective transformations. 41 Chapter 4. Discussion and Analysis 4.1. The Music of Sound Nowadays, everybody is exposed to the notion of digitally manipulated images and sounds; they can notice them in surround cinema, radio commercials, TV and pop music. As computers penetrated people’s homes with the availability of digital tools, they have been given the possibility to store, display and manipulate images and sound. This is especially common with digital pictures and movies, where people have started to edit their own home made movies and pictures. In some cases they also have become aware of manipulation beyond the basic timebased alterations, introducing changes such as color correction or the addition of special effects. Why has the manipulation of images become so popular and accessible, while sound has not? I think this is not only due to our nature as culture, which is highly visually oriented but also because we associate sound with music, with all the traditions and suppositions this impose. In the past, interaction with sound was confined to the use of very specific interfaces, and the developing of particular skills for each instrument; therefore sound was confined as a medium for musicians. For the rest of us, interfaces such as the Violin, are scary, because the expectation is to produce “music”. Sound have continued to be out of reach for common people, maybe because is still seen as a skillful medium, or simply because the development of sonic interfaces has not addressed this audience. Moreover, the experience of sound doesn’t even require to involve music as we may think in traditional music, which is in the aesthetical order of harmony and virtuosity. As Bill Fontana has expressed: “ [...] music - in the sense of meaningful sound patterns - is a natural process that is going on 42 constantly.” The discovery of such patterns is something that happens in our minds. In this work I assume that that state of mind can be encouraged through an interface that reveals such patterns. The work presented in this Thesis seeks to give its users the experience of a literal “sound embodiment”, by attaching sounds to their physical action, allowing them to modify sounds, revealing significant patterns emanating from them. In this sense, this work should not be considered as a precision tool for the manipulation of sound, neither an instrument for musical performance, but as a physical experience, which ultimate goal is making them aware of the act of listening itself. Is in this sense that this work should be discussed and evaluated. 4.2. Challenges and Pitfalls In the Chapter 3, Methodology, I presented five different experiments, each one of them having a different spatial situation and a different mapping to sound. They, as a set of experiments, can be seen as a prototype for the actual installation, because in each one of them I tested, in an isolated way, a particular aspect of interaction with sound in space. It is difficult to create equivalent comparisons between them. Also, as they required the use of a particular spatial situation, they were set up for just short periods of time, having myself as the only experiencer. I think is extremely important to have test users, I am still looking forward to get to that point, which would allow me to observe from outside and introduce changes on the fly. Nonetheless, as exposed before, I still can think of my experiments in terms of experience, and tell in which degree they succeed in creating a connection between a physical situation and 43 sound in an interesting way. Although in each one of them such connection was present in one or another way, I think “Spatial Scrub” did it better in terms of surprise, because the connection was not immediately evident, neither imperceptible, creating a moment of uncertainty, which is resolved after a few seconds of use. In that sense, “Triggers” is too immediately understood, and even though playful, the experience is short, depending on how playful is your mood at the moment. In the other extreme is “accumulation” in which the required time to get the connection is too long. “Traffic” is the only one that doesn’t use body, but act in a similar way as accumulation in the sense it can be a mirror of what is happening in Space, but in a shorter period of time. In a way, these two experiments succeed more as “sonifications” of a situation in space rather than as interactive experiences. At this point none of them individually satisfy my expectations and goals, but they have been extremely useful as ways to understand the infinite details that have to be considered and the limitations that need to be sorted. After conducting those experiments I was able to identify the required “temporality” for each situation, and see its relation to the chosen mapping and spatial situation, realizing that the ideal for the installation would be to have two different mappings, with different temporalities each. For example, it is important that users notice an immediate response to their actions, but also that they discover further influence in sound as they explore the space. At this point I am working with a set of soundtracks, each one of them will be introduced in the piece as users incorporate, keeping the count of number of users. Their positions will determine pan distribution, and their amount of movement the amount of delay feedback. It is my hope that this combinatory system of mappings 44 will increment the possibilities of exploration, extending the experience in time and depth. Chapter 5. Conclusion 5.1. Conclusions The work of this Thesis starts in the questioning of the cultural approaches we have to sound, in an attempt to expand its notion as a primary element of perception and especially as a physical phenomenon, using the example of contemporary artworks that have approached sound from spatial, cognitive, and semantic levels, finding special influence in the work of Bill Fontana and his writing on Sound Ecology. Based on this practical and theoretical background, this Thesis has attempted to incorporate the vocabulary of Sound Art into the realm of computer multimedia, making use of its capabilities to display and manipulate sounds in real time. This proposal is made concrete by introducing and documenting a series of experiments in physical interaction with sound. In such experiments, aesthetic and philosophical goals have been considered to give form to an interactive sound installation that uses the context of the public space as an example of the use of computer out of the usual context of the desktop setup. 5.2. Future Directions The final outcome of this work represents just a scratch in the surface of the idea of physical interaction with sound. 45 One single piece gives the opportunity to explore one or two aspects of the inquiry at a time, and the technical constraints make necessary to reframe the ideas to the actual possibilities. Amongst the unexplored avenues of this work, I can mention the implementation of sound spatialization, which gives the possibility of moving sounds in space, through the use of grids of loudspeakers, through which sound is distributed by special hardware controlled by the computer. Also from the input side, the use of the available computer vision software imposes its own limits. There is an increasing number of artists developing their own computer vision programs for their specific needs. In my case I am using a general video-tracking tool, which was designed for a wide range of purposes, and whose stability and robustness is extremely delicate. Another aspect I evaluated to implement in my piece was the use of live sound input, through the use of microphones located in different locations in the city, but that requires broadcasting technology that is not easily available. I also thought to use microphones listening to the space of the installation itself, but in this case there’s the need to sort the problem of the feedback happening in the proximity of sound input and output. The choice of the space for the installation has been made based on the available facilities of the school. For sure, the city is plenty of interesting public spaces that would give different contexts to the piece and levels of spontaneity to the interaction. I also envision the use of this kind of interface for live performance of simultaneous dance improvisation and sound composition, in which sounds stay in a suspended animation state until the performer unchains them by the use of space. 46 Chapter 6. Bibliography Books Ando, Yoichi. Architectural Acoustics: Blending Sound Sources, Sound Fields, and Listeners. AIP Press, 1998. Barnes, Ralph M. Motion and Time Study. New York, NY. John Wiley & Sons, Inc. 1950. Calvino, Italo. Six Memos for the Next Millennium. New York, NY. Vintage Books, 1993. Lévi-Strauss, Claude. The Raw and The Cooked. New York, NY. Harper & Row, 1964. Heim, Michael . The Metaphysics of Virtual Reality. Oxford University Press, 1993. Kaemmer, John E. Music in Human Life: Anthropological perspectives in music. Austin, Univerity of Texas Press, 1993. Kahn, Douglas. Noise, Water, Meat: A History of Sound in the Arts. Cambridge, MA. MIT Press, 1999. Kahn, Douglas. and Gregory Whitehead. 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Published in EYE26, 1997. Pages 24-35. 49 Appendices Appendix A. Custom Interfaces Screenshots A.1. Program for Accumulation Stereo Delay Feedback Pacth 50 A.2. Program Interface for Aural Limbo Audio On/Off Control Audio Router Control Amplitude Control Video Input Control Input Monitor Pan Process Effects Mixer Motion Monitor Process Motion Main Audio Amplifier Mix / Pan Monitor Random Track Picker Data conversion Track Selector Peak Monitor Audio Track 01 Audio Track 02 Audio Track 03 Reverb Patch Reverb Patch Feedback Patch Audio Track 04 Reverb Patch Main Audio Mixer 51 A.3. Program Interface for Traffic Report 52 B. Suplemmentary Sketch Preliminar Sketch for A.L. 53 Colophon This document was prepared with Macromedia Freehand and Microsoft Word.The text of this thesis was set in twelve-point MetaPlus Normal (1993)designed by Erik Spiekermann. The titles were set in MetaPlus Medium Caps. 54 Mateo Zlatar [email protected] 2003