This means that it can easily be set to provide information about gesture from the basic image and this can then interact with the rest of the system.. Once programmed, it will often be
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on a computer and have software readily
available It follows from this that devices
of this nature are normally the first port
of call since they offer ‘plug and play’ use
If, however, our needs are more complex,
say in three dimensions, we may need to
consider devices that are far more
complex and may require specially written
software However, some established
systems allow a very useful degree of
flexibility but remain reasonably
user-friendly For example, the EyeCon system
uses a webcam to capture a video image
and track specified parts This means that
it can easily be set to provide information
about gesture from the basic image and
this can then interact with the rest of
the system
Sometimes, despite the wide range of
off-the-shelf products, we are simply
unable to acquire the technology that we
need in ready-made form This is not a
cause for despair, nor should it necessarily
imply a need to rethink the approach
being taken If the technology we need
does not exist, it can be surprisingly easy
to make it ourselves Here we enter into
the newly defined realm of physical
computing This considers novel ways of
getting information into and out of
computers, extending them beyond the
INTERACTIVITY
14 It is beyond the scope of this book
to provide more than a brief outline of this subject Interested readers should refer to Physical Computing by Dan O’Sullivan & Tom Igoe (Thomson Course Technology PTR, Boston MA, 2004) for a more comprehensive exploration of the subject in both theory and practice.
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possibilities offered by traditional interfaces and controllers
There are many forms of transducer that can be easily acquired (obvious examples might include infrared movement sensors and burglar alarm pressure mats) or we may even wish to go further still and build our own Whatever we decide to use, the trick is to find an effective way of taking the information provided by the sensor and translating it into a form that our computer finds digestible
One of the most versatile ways to do this
is the so-called ‘microcontroller’ module
These are small-scale computers in their own right and connect to the main computer by the USB or serial ports They can accept input from almost anything that can provide an on/off or variable voltage signal The microcontroller needs
to be programmed but this is a reasonably simple operation using software running
on the main computer Once programmed,
it will often be able to function by itself although more complex systems may still need the power of the host computer to undertake more demanding tasks such as sound generation or transformation
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Interactive software
Pre-eminent in this field is David Ziccarelli’s well-established programme MAX Named after computer music pioneer Max Matthews, MAX was originally developed to work with MIDI data from electronic instruments This is a simple, low-bandwidth form of digital data and can easily be manipulated by even a low-power computer MAX allowed users
to investigate ways of transforming this data that were not permitted by commercial sequencing or utility software and rapidly became the software of choice for experimental work in this area
Subsequently, MAX has been extended to include the generation and transformation
of sound and, by the appearance of another extension, to embrace video information as well Currently, MAX can operate upon almost any form of data that can be input into a computer making
it ideal for cross-media work and it may
be controlled by almost any type of input, including from the microcontrollers previously mentioned
MAX is, of course, not the only such system; others include Pure Data and jMax All have the same basic intention:
to provide a flexible and configurable set
of operational modules that can be connected in an almost infinite variety of ways to create a system that may be directly interactive or may perhaps be more self-sufficient in that it can operate
by itself in accordance with a set of
rules that it is given beforehand15or,
as is often the case, a combination of both approaches
Let’s look at a particular example and the different ways in which it can be made to work:
The brief is to develop an interactive environment in which a dancer controls the generation and playing of sounds by moving within a space We need to find ways of registering the position and movements of the dancer, using this information to control the sound generation, actually generating the sound itself and arranging for it to be played at the right time and place Here are three different solutions:
Some years ago, this project was undertaken by covering the dance floor with a grid of burglar alarm pressure mats Each of these was wired back to a cannibalised computer keyboard so that treading on one mat was the same as typing, say ’A’, on another mat, letter ‘B’ etc Each key would then trigger the playback of a particular sampled sound This was a simple, cheap and
straightforward approach, although perhaps a little limited
A second approach was to use a microcontroller chip instead of the keyboard This presented the data to the
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INTERACTIVITY
15 Depending on the detailed form this takes, such systems are known as rule-based, generative or algorithmic systems They may use internally created structures or may adopt mathematical processes such as the Fibonacci Series or aspects of complexity and chaos theory.
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computer in a different form but worked
in much the same way save that the
computer was left with rather more power
to spare which allowed it to respond in a
more complex manner Now it would
consider the history of the movements and
try to predict where it expected the
dancer to go next According to its
conclusion, it would then send the sound
out via a different loudspeaker This
solution required additional hardware
and a somewhat more sophisticated level
of programming
A third approach was to use a video
camera to track the motion of the dancer
directly and to derive the controlling
information from the image that it
captured The ability to do this
consistently and reliably is a relatively
recent development and still demands
quite substantial computing power over
and above that used for the sound side of
the operation This system had the
advantage of physical simplicity (the
interface was just a webcam) and gave
visual feedback to the performer, thus
increasing the degree of interactivity It
also provided the possibility of extension
to multiple performers who could be
distinguished by the colour of costume
This solution was immensely complex in
terms of programming and pushed the
capacity of even a fast modern computer
to its limits
Summary
We have seen that interactivity in sonic art may take a wide variety of forms and that, while it is by no means an inevitable aspect of such works, it presents
opportunities that can often be too good
to resist The temptation always exists to push the limits of what is technically possible but this carries the caveat that what can be cajoled to work in the safety
of the studio may fail completely when assembled in a typical exhibition space
Something that works briefly or erratically is useless in such a situation:
nothing looks worse in an exhibition than a blank screen or sounds worse than a silent loudspeaker In the case
of interactive works, accessibility, simplicity and reliability are essential aspects of success
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A major purpose of most art is its public presentation Some artists argue that it is
this that distinguishes the work of professionals from amateurs Some go further
and hold that art only comes into existence when presented to an audience – that it
can only be validated by exhibition or performance This is especially true for sonic
art for several possible reasons: interactivity (a significant aspect of many works)
requires participation, a substantial number of sonic artists have a background in
some form of performance and, by its very nature, sound tends to be an almost
unavoidably public medium This brings with it a set of issues that the artist has to
deal with when presenting work Sonic art is not easy to present or curate by the
criteria and approaches of traditional forms: it has its own unique qualities that
require attention In this section, we will consider some of these issues and ways in
which they may be addressed.
Realisation and Presentation
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