September, 2009

Ultima 09 _2

POSTED IN Inspiration, Installation

Yesterday I sat an hour on a tram, listening to the work “Hum of the Tram” made by Siri Austeen.

Info folder handed out on the tram:



infoFolder_1



infoFolder_2



infoFolder_3



The tram was rigged with microphones by the public adress system, the wheels, the motor, the brakes, etc. This sound was recorded, manipulated and played back through speakers that were placed around the tram. It came across as an enhanced auditive tram experience, taking what was there and refining it. I do not agree with all the choices the performer took, I found for instance some of the vocal overlays that she did a bit on the tacky side, but that’s mostly a subjective matter.



Unfortunately I didn’t have anything other than my mobile phone to record with, but here are a couple of snippets from the ride:






And some images:
HumOfTheTram_1



HumOfTheTram_2



HumOfTheTram_3



HumOfTheTram_4



HumOfTheTram_5

Ultima 09 _1

POSTED IN Inspiration

A couple of days ago I attended a collection of performances and concerts, sewn together by INTERINTERINTER as guides and performers. There were a couple of high points, as well as some typical low points. One of the high points was the program:

program_1



program_2



The program was printed in stages (first red, then blue, then yellow) live using screen printing. The red and blue was printed before the concerts started, the yellow at a later stage. Unfortunately I had to leave before the last parts of the printing.

Before coming back to INTERINTERINTER let me first mention Christian Blom‘s “al-khowarizmis mekaniske orkester” (al-khowarizmi’s mechanical orchestra), a wonderful contraption:

Christian Blom_al-khowarizmis mekaniske orkester

The orchestra was populated by several bells, a string controlled by a motor and a guitar vibrating thingy, a tin can and some lights. You activated the orchestra by pressing a push button that set in motion movement that generated sound/music. When it finished playing its piece, a lamp lit up by the push button, inviting further use. A nifty little thing.





Now, INTERINTERINTER did a couple of performances, something I’m usually quite skeptical about, but which I had no need to be this time. Both were intelligent comments on the nature of modern music:



First David Helbich’s “Vorspiel” (video from another event):


















and Matthew Shlomowitz’s “When is a door not a door?” (excerpts from another event):



Reflections from the testing of Hitmetron and the remaking of “I am sitting in a room”

POSTED IN Installation, Reflections

Hitmetron

I would like to elaborate on some topics as experienced from the testing of the original Hitmetron and Hitmetron the spatial version:

  1. The difference between active and passive user generated input
  2. Degree of involvement
  3. Stage fright -> intimidating microphones
  4. Degree of transparency in processing, layers
  5. Reaching the state of Flow

1.

It is evident that the theme of passive versus active user generated input is an important consideration when designing interactive installations. The original Hitmetron was designed purely for active user generated input, whereas Hitmetron Revisited, the spatial version, was designed for both active and passive user generated input. The original Hitmetron was purely active in the sense of being an “instrument” that the user actively had to engage with. Hitmetron Revisited was active as it kept some of the same “instrument” parts (vocal microphone, “drum” in the form of a wooden box and “gong” in the form of a metal sheet) and passive with the addition of a metal sheet mic’ed up and placed on the floor by the entrance to the room so that any people entering the room would have to step on it and create sound input. I find it important to make conscious decisions as to how the input is generated as the activeness or passiveness of the input is closely linked to the degree of involvement and degree of transparency in the processing of the input.

2.

The degree of involvement, as I see it, is affected by the form of user generated input, the degree of transparency in the processing of said input and naturally by the content of the installation in itself. It is a goal when designing immersive experiences in the form of interactive installations to enable the user to reach the state of Flow. I will come back to this.

3.

Most people have a natural stage fright. They find it intimidating to be the centre of attention, especially when it comes to artistic performances such as music, theatre and film. This is something that we as designers must strive to overcome when designing immersive experiences in the form of interactive installations. To do this it is again important to bear in mind the form of input and the degree of transparency in the processing of the input.

4.

The pitfall when being considerate of people’s stage fright is that the whole experience can become rather flat and uninteresting. We can remedy this by tweaking the degree of transparency in processing of the input to increase the level of involvement in the installation. It is important that the users get a feel of what they contribute to the installation without crossing the line to exhibiting them. One way this can be done is by combining multiple layers of input and/or processing. There must be at least one level of more or less direct feedback, but several other layers can be added where the input in no necessarily coherent way is played back. This ensures that the users aren’t alienated from the piece, but still opens up for endless artistic expressions.

5.

When creating immersive experiences the concept of Flow, as proposed by Mihály Csíkszentmihályi, is important to bear in mind. Flow is the mental state of operation in which the user is fully immersed in the activity at hand, enhancing the sense of focus, involvement and success. This must be the ultimate goal when designing interactive installations, especially when the installation is an active one in form of input.






I am sitting in a room

I chose to do a remake of Alvin Lucier’s “I am sitting in a room” for a few reasons: to explore the impact of acoustics on sound, to explore the relation between sound input and sound output, to sensitize myself to sound as an artistic expression (not as a musician) and to familiarize myself with an old masterpiece.

The original piece is a recording of Alvin Lucier’s voice reading:

I am sitting in a room different from 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 and 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
have.

The recording is played back while it is recorded. This new recording is then played back and recorded, and the process is repeated until satisfied.

I used AT&T’s voice emulator to generate the starting vocal track. I chose to do it this way to remove any personal characteristics in the voice (you can argue that that the voice still has a strong personality, but it is clearly a machine and not a human being) so that the characteristics of the rooms would be at centre stage.

Acoustics

I used two different rooms to be able to compare their impact on the piece. First I ran through the piece in an auditorium, and then I did the same thing with exactly the same settings in a meeting room. The rooms were very different in their impact on the sound. I talked to a friend of mine who is a sound technician who mentioned how different rooms have different degrees of saturation, the point where it is impossible to amplify sound further without it peaking and becoming an incoherent mass. This is quite clear in the meeting room where after only a few iterations the higher frequencies peak while the lower tones are still quite clear. After these experiments it is evident that the room a sound installation is presented in is an important part of the result, not only visually.

Sound input versus sound output

It was a fantastic experience to follow the transformation of a clear spoken text into a piece of space evoked noise music, solely through the use of playback and recording and playback again. Unfortunately no video or recording can give justice to the quality of the sound live. It has to be experienced. Such an easy concept has great possibilities. I definitely confirmed that great experiences can be created by simple means.

Agenda planner for JavaZone 09 – Incogito

POSTED IN Rants

The agenda planner Incogito for JavaZone 09 is finally live. I had a two week internship with Macsimum this summer, working as an interaction designer on the project. The planner is written by members of JavaBin.

I am sitting in a room _ tests

POSTED IN Installation, Presentations, Testing

I conducted two tests of Alvin Lucier‘s “I am sitting in a room” in two different rooms to compare the rooms’ impact on the soundscape. It was rather fascinating to see the differences:



I am sitting in a room – Test #1 – Large Auditorium from Kjetil Austvoll-Dahlgren on Vimeo.






I am sitting in a room – Test #2 – Meeting Room from Kjetil Austvoll-Dahlgren on Vimeo.

My thanks to Ola Erik Blæsterdalen for lending me his mic…

I am sitting in a room _ Inspiration

POSTED IN Inspiration, Installation










The Original Recording…






Interpreted through dance:










Visited by Residuum using synthetic voice and space:



Failed test video

POSTED IN Installation, Testing, Video

Here’s a video from the “failed” spatial Hitmetron test:

Hitmetron Revisited from Kjetil Austvoll-Dahlgren on Vimeo.

Engaging Artifacts – some videos

POSTED IN Inspiration, Video

Some inspiration gleaned from the presentations on Monday at the Nordes conference Engaging Artifacts:

touched echo from Markus Kison on Vimeo.

Hitmetron Revisited

POSTED IN Installation, Testing

Overview

I invited the students of AHO to test a spatial version of the Hitmetron. Noone came. Though this might be perceived as a fiasco as far as testing goes, I would prefer to focus on what I did learn.
I used the opportunity (the Hitmetron was set up in a room, I was there by myself, there was noone to disturb) to do some experimenting on my own.
I focused on two things:

1. The difference between passive and active user generated sound.
2. The possibilities and limitations of the hardware I had at hand.

The setup:

metal_sheet

I mic'ed up a metal sheet that I placed at the entrance to the room. Nice clanging sound when stepping on it.

Overview_light

A projector and a screen, some "instruments" standing on a table, a mic'ed up metal sheet on another table

cheese

I hung a vocal mic from the ceiling in the middle of the room.

Findings_Input:
It was apparent that in this configuration of the Hitmetron passive user generated input gave the most interesting results. Walking in and out of the room, hearing the impact on the sound loop was rather satisfying. Whereas the kiosk version was more of an instrument in itself, inviting use even though it was intimidating for most people, the spatial version opened up for more interesting work when it comes to the overall immersive experience. Nevertheless, I am concerned that making the user generated input too hidden might distance the work from the audience, creating a divide and reducing the intensity of the experience. I look forward to investigating this further.

Findings_Hardware:
First things first: I love my new computer. Everything runs smoothly. Now, over to the more test specific things.
- I need more microphones. Not just more microphones, but better microphones. The spectrum of frequencies they operate in is not satisfactory. They limit my possibilities.

Crappy mic...

Crappy mic...

- I need an audio mixer, for adjusting sound input before I run it through software. This was definitly a problem when testing: I had to use the OS’s mic amplifying function, rendering the audio even worse than it started off as.

How to distort sound in 1-2-3.

How to distort sound in 1-2-3.

- I need proper speakers, to deliver the possible necessary oomph and fill the space with sound, be it loud or not.
- I might need an external sound card, to make it possible for me to assign different effects to different input. This I will have to explore at a later stage.

Appart from that a reflection on possibilities: feedback (as in audio feedback; mic -> speaker -> mic -> …) is an interesting effect to use in an installation. It is a fascinating thing when you use what is normally considered a fault with intention. Musicians use it from time to time, why not do the same in an installation? Just important to remember to put in some kind of harness function, if the sound get’s too loud it shuts off or something along those lines, feedback on the loose is not fun for long.

Oh, and one more thing: next time I’ll ask people in person instead of sending emails when I need test subjects….

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