| WINDOWMATTER SERIES |
WINDOWMATTER creates spaces in-between spaces. A transdisciplinary performance-installation series with AUDIOGRAPHICS, a software (co-imagined and coded by John Klima) articulating 3D-technology with audio processing. |
solo version (Adriana Sa) / synopsis duo version (with John Klima) orchestral version (up to 12 artists) |
Performances:
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The zither inputs a sampler / delay modulator that inputs AUDIOGRAPHICS. Performances |
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ORCHESTRAL VERSION:
Performances
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The in-door performance: |
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The outdoor rehearsal: |
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photos by O-blaat (that's why she's not in the pictures!...) |
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WINDOWMATTER project series |
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ORIGINS In 2008 - within our present collaboration – John Klima created code for frequency and amplitude analysis in 3D graphics. His first approach focused on game-play, in ironic reference to the popular videogame “Guitar Hero”. He embedded the possibility of changing the software further. My further changes in sound, image, geometry and script-code retreat from video game culture to target music-oriented audio/ visual performance. Both mechanics and appearance are transformed according to musical criteria, originating <audiographics>. The software develops along with a trans-disciplinary performance practice facing image and gesture through a musical perspective. |
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DESCRIPTION Gathering audio-processing technologies (FMOD) and a 3D game engine (Torque), my custom <audiographics> software version has been developing for the input of a zither with aged strings and ambiguous tuning. It escapes both functionality and esthetics usually associated with 3D-graphics - specifically in game design. Dealing with the tension between game-culture and transdisciplinary music, my changes transform mechanics and appearance: there is a musical articulation of sound, dynamic painting and performance. The <windowmatter> project series includes the development of this multimodal instrumentation system. It pursues my understanding of music as an entity that, far from pure abstraction, is ontologically connected to tangible factors beyond aural concerns – including cross-sensorial experience, media invention and the shifting transformation of criteria originated in other disciplinary fields. Investigations address: * Emergence * Time-experience * Input-output correspondence * Sound-image negotiation <Audiographics> analyses the real-time sound-spectrum produced by analogue instrumentation. Accordingly, it triggers spatialized audio samples, which are also visualized as fading light-spots placed in a 3D-world; simultaneously, the analyzed sound-spectrum determines the virtual camera movements in that world. The interface is extended with a gamepad allowing the cumulative choice of sample banks and the interruption of sample triggering. My 3D-world design wishes to be perceived as a moving painting; the image is a dynamic picture plane view over an imaginary, deserted landscape. |
My software changes concern: * Dynamic interaction – establishing parameters for the software’s reaction to the zither input; this is made in script (Typless C), since there is no graphical interface for changing the software mechanics. * 3D world design and image – creating a wireframe representation of a three-dimensional world, images applying to its surface, images applying to a ‘skybox’, the 3Dworld is contained in a box), images for semi-transparent fluids and gases creating visual depth, intrinsic fluid and gas motions. * Audio-to-audio mapping – establishing what detected frequencies from the zither’s acoustic output trigger what digital audio samples; rather than a transparent logic for easy apprehension, my strategies blur the perceptual distinction between cause and effect. * Audio-to-visual mapping – establishing what detected frequencies trigger what visual events; my strategies negotiate a oscilation between perceptual distinction and ambiguity. Digital configurations set thresholds of performative unpredictability. Performance experience extrapolates instrumental features, but these are an indicator of artistic concerns. <Windowmatter> investigations include: * To minimize combining visual elements & maximize their dynamic variation possibilities, reducing processing effort & temporal density of attentional demands (cognitive load) – is Gestalt’s ‘Invariance’ property applicable in the relationship between dynamic painting and music? * To merge all sensorial sources into a single experiential timeline, addressing dramatization, stimuli competition & provoked shift in attention * To Set fields of unpredictability in software response: * To maximize mapping-diversity with: * To negotiate aural and visual criteria; since the sound is placed in the 3D world, visual depth implies decrease in audio volume. Parameter settings for 3D-camera dislocation seek to negotiate visual diversity and audio volume control. |
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Adriana Sá, solo performance: SCORE
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SCREENSHOTS |
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FUNDING AND SUPPORTS:
Direcção Geral das Artes / Cultural Ministry Portugal
Quarta Parede
Festival Numero
MusicBox