Twittering Sounds is a generative application that captures feelings from the social network Twitter to drive in real-time the composition of a musical and graphical piece. What would be a simple 140 characters message turns into a seed that drives the narrative of the application based on the positive or negative feelings present in that message. Generally, the narrative of a musical piece is linear, once is composed you can listen to it a numerous number of times without changing the contents. We propose to create a narrative without begin, middle or end.
Programming: Diogo Cocharro and Luís Marques
Design: Clara Mourão
Twittering Sounds (2010)
PerturbArte is a didactic, interactive and ludic system to teach users the about the classical orchestra arrangement of each instrument group. Starting from the motto of "learn by playing" the user takes the conductor baton (which is tracked by the system) and moves around the orchestra map projected on the floor while listening to a classical piece. Once he enters in a instrument area, the mix of the orchestra changes in real time, highlighting that particular instrument. If the user shakes the baton to the music, the sound properties of that particular instrument change with the intensity of the gesture.
This installation uses motion capture, video projection, signal processing and sound synthesis.
nuPong is a interactive musical piece that is created and unfolds itself while the users play a game inspired in the classic "Pong". In this version there are no winners or losers, the game is projected on the floor, and the users can choose to run away from the balls and to be hit by them. The score changes when a user is hit by a ball and as time passes and score increases, the system becomes more nervous. All this motion the used as data for the generative piece that is being created.
This installation embraces a interaction model already familiar to the user, but adds a new dimension by immersing users in the action field. There is a physical similarity with the tennis game, although there are no tools involved for interaction. The user body is the interface for the installation.
This installation uses motion capture, video projection, signal processing, algorithmic composition and sound synthesis.
The Potter (2009)
The Potter installation was developed along with the concept for a controller prototype made with arduino and LDR sensors. The design was inspired in the fortune teller's crystal ball, this controller measure the hands relative distance and position to the ball in 6 different axis. The concept behind this installation, was the idea of being able to mold sound like the potter would mold clay. The participant needs to provide energy to the machine by tapping with the foot to make it work, while with the hands he or she would shape the sound in motion by the tapping energy. It was used to compose a piece entitled "ball play" and for the sound installation "The Potter".
Programming and interface development: Diogo Cocharro // Graphical design and field recordings: Anselmo Canha