Monday, February 25, 2008

“Audio Sampling and Digital Signal Processing”


SOUND FOR ABSTRACT ANIMATION

Sound design and sound scapes for interactivity, movies, or computer game atmospheres and Sound videos.

ESCAPEING THE MUNDANE
DURATION - 2 WEEKS
PRESENTATION - WEEK 1 WEEK 2

PREFACE
When we consider art from an historical perspective there are always new concepts to communicate and new paradigms to define. Artists move across the boundaries of discipline without shifting their identities. While artistic genres continue to evolve, nothing is lost; conceptual approaches are reapplied and new ones introduced. In this course, we will explore sound art as a complex multidimensional medium situated in both physical and virtual space. The main objective is to develop the appreciation and application of the many ways that musical composers, sound artists, and visual artists have conceived of and developed sound as a unique and powerful artistic medium.

OBJECTIVE
To investigate how to record and process sound in an analagoues way similar to image processing and developing in photoshop.
Your sound scape should develop organicly and NOT musicly. You want your sound to be for and installation or movie. It could be about interactivity or atmosphere.

The Primary Objective of this project I to creat a series of 15 second sound textures to animate to in the final movie project. 12 BARS at 180BPM.

METHOD
Part One ( Week One )
Collect "noises" within a short radius of MIC made up of environmental sound including traffic, construction, people, etc. Of particular interest: machines and non traditional music style sounds.

Edit these sounds in Soundforge then transfer to cubase to test time sync to 180 BPM.

Part Two ( Week Two )
Process the recording using, Soundforge / Reaktor / Absynth or other sound processing program. And also think about processing the sound via analogue means. Then reprosess or trigger using cubase, max msp or other such DSP program.

TUTORIAL LINKS
Basic Synth Building
http://www.computermusic.co.uk/tutorial/reaktor1/reaktormain.asp
http://www.computermusic.co.uk/tutorial/reaktor1/1.asp
Reaktor Tips
http://www.soundonsound.com/sos/May02/articles/reaktortips.asp
http://www.soundonsound.com/sos/Jun02/articles/reaktortips2.asp
Native Instruments Reaktor tutorial directory
http://www.native-instruments.com/index.php?reaktortut_us

Creative Synth Tutorial Database
http://web.archive.org/web/20030210074847/www.creativesynth.com/tutorials/toc_tutorials.html
http://en.wikibooks.org/wiki/Reaktor:Tutorials

Landscape and Media

Andy Goldsworthy


PREFACE

Emerging technologies such as wireless network, locative media, and pervasive computing have brought about new perceptions and social interactions in urban environment, transforming the ways we experience our cities. The concepts of space, time, and social relationship in urban environment are put in flux, while there are growing interests among communities of artists viewing city as social playground, public space, fluid canvas, and invisible layers of network.

However the urban environment is not the only available location for media.
Rural, seascapes etc etc can all be utilized to express and research the
possibilities of Installed locative media.

OBJECTIVES

To conceptually explore the possibilities of site specific locative media.
To enable a connection between the environment and location.

This could be through telepresence or physically engaging and interacting through a device of your construction with the environment.






Online VR

David Hall 2006

David Hall 2006

David Hall 2006

“360” SEOUL

PREFACE

About QTVR
QuickTime VR is Apple's award-winning, photo-realistic, cross-platform virtual reality technology that makes it possible to explore places as if you were there. All major applications that play QuickTime movies can also play QuickTime VR movies.

About Interaction and QTVR technology
Initially QTVR was developed as an immersive environment technology and has been primarily used as a tool for online tourism. However images can be generated in 3D then transposed to QTVR viewers. Also photographs can be composite or over painted to give a more conceptual environment or image.

Other areas that have not been explored at length are the possibilities of a QTVR image as a GUI for websites or online games.

METHOD
Each Person will make a minimum of 5 QTVR environments. Each environment will be linked to each other via a hotspot (or multiple hotspots) link within the QTVR image.

The environments should be unusual and dynamic ( NOT standard touristy images of beauty spots and over photographed locations )

The objective is to put ALL of the QT images linked and online. To make a dial in journey through Seoul.
Instead of the project being a “ hey look at this nice part of Seoul “ I think it would be much more interesting if the whole project where a narrative journey.
With each person exploring interior and exterior space. Scale, texture and light should also play a part in the decision of where and when to shoot.

SECONDARY OBJECTIVES
To capture environments of textures as part of the production process.
These will be used in part as reference for the final project of this semester.


RESEARCH AND LINKS
360image.de - Germany
http://www.360image.de/
VRCanada.ca - Canada
http://www.vrcanada.ca/
Sven Anders Photography - Germany
http://www.vr360.de%20/
Affendy Awalludin - France
http://www.fnd-fnd.com/
360pixel.de - Germany
http://www.360pixel.de/
Panoramic VR in Flash! - USA
www.nurturesourcedesigns.com/Images/Projects/360_1998_Marin/
CheathamLane - Immersive Interactivity - USA
http://www.cheathamlane.net/
Virtual Tour of the Taos Pueblo - USA
www.mediatek360.com/taos
Jim Galvin -
http://www.pixpi.com/
PANO4YOU - Virtual Tours Services Singapore - Singapore
http://www.pano4you.com%20/

“MOTION GRAPHICS” Time Capture Imaging

michaelhoppen
anntorrence
eames

PREFACE

The beginning of motion graphics runs parallel with the history of cinema.
And the birth of both was multiple exposure photography and the “ zoetrope “.

Motion capture ( MOCAP ) is a widely used process for calculating movement. But it can also be used to explore motion and animation ( motion graphics ) through a non time based delivery medium such as still images.

In this project we will explore motion and animation through the multiple exposure, or multiple imaging techniques. In any given environment or situation still motion graphics can reveal a hidden world of possibilities and beauty not visible to the naked eye.

METHOD

Step One
CONCEPT AND EXPLORATION-( 1 week duration )
Develop your concept with a view to its stylistic and visual qualities as well as how this work will be disseminated.

Step Two
DIGITAL-( 2 weeks duration )
Experiment with concept, location and movement through a series of images.

Step Three
FINAL PRESENTATION -( 1 week duration )
I expect at least 10 experimental images from each person as the final output
Of this project. I also expect to see a creative unusual approach the idea of still images and motion.

Important note.
Final presentation will require photographs and images of High resolution for printing purposes.



BOOKS AND LINKS
www.hrc.utexas.edu/.../elisofon/elisofon19.html

Games and Game controllers

David Hall 2005

David Hall 2005


DURATION - 13 WEEKS
PRESENTATION – WEEK 5 AND WEEK 10


The FPS has been around for a long time ( in game terms anyway ). Its future is pretty clear, more realism. MMORPG and Japanese led erotic games will obviously develop as graphic cards and networks become more sophisticated in their ability to add dynamics and realism to the interaction and visuals.


The Nintendo Wii has recently taken the gaming world by surprise buy a simple but innovative approach to interaction. This made it clear that advances in games and game play are about outside the game as much as inside the game itself.


After the demise of the FPS what will be the new areas of exploration for games and what will be the physical interaction possibilities of such games. And what new ways can we interact with existing games with existing technology today.