Here’s a short video of the flat version of the installation. This is an example of how it is in its most transparent and obvious setup. New version to follow.
It’s not here. It is not missing. Flat version 01 from Kjetil Austvoll-Dahlgren on Vimeo.
Here are a couple of photos from a full scale test I did today. Just to see how it actually looks on the wall…




Here’s an updated prototype test, showing the two different states of the installation.
It’s not here _Prototype_171109 from Kjetil Austvoll-Dahlgren on Vimeo.
I am getting close to the end of the project (deadline 11th of December) and the Installation is starting to get into shape.
Title:
“It’s not here. It is not missing.”
It is an audiovisual interactive installation exploring the negative space of perceived reality, seeking to sensitize visitors to the subtracted parts of thee whole.
I use projectors as light sources, and LDRs (light dependent resistors) as sensors. Parts of the soundtrack are connected to the different LDRs, so that when a visitor block out the light source he/she not only masks the visual plane, but also the part of the soundtrack that corresponds to the sensor.
Here is a video of the current version:
It’s not here _Prototype_031109 from Kjetil Austvoll-Dahlgren on Vimeo.
The music is by Sindre Husebø of Frequencies of the Cosmic Omni and Braving the Glacier.
Features under developement:
When something, like a person, blocks a light source, a shadow is cast. This shadow is in effect a mask, masking out parts of the visible space, as the absence of light is dark, and dark is invisible (in the extreme). So what happens if you translate the same mechanics to sound? To find out more I did a couple of tests, hooking up a light sensor to an Arduino and connecting it to a program in Processing:
Masked sound explored _1 from Kjetil Austvoll-Dahlgren on Vimeo.
The next logical step was to hide the hardware inside an object and upscale the experiment:
Masked sound explored _2 from Kjetil Austvoll-Dahlgren on Vimeo.
The next test I’m planning to do is hooking up more sensors and placing them in a larger space to explore how this affects the experience of it. Other things that need to be considered are the auditive parts of the piece: what should it be, where is it coming from, should it be generated by the light? Or preprogrammed? Or effects on ambient sound? Should the shadows mask out tracks or effects on a single track?
We are used to adding components to the whole when we wish to make something better in our daily lives (seasoning in food, accessories with clothes, etc). I am going to explore what the effect of decomposing does to an auditive canvas, and how this links directly to the visual canvas i.e. the room/space you are in.
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…
Here’s a video from the “failed” spatial Hitmetron test:
Hitmetron Revisited from Kjetil Austvoll-Dahlgren on Vimeo.

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:

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

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

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...
- 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.
- 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….