GMU:Speculative Atmospheres/Friedrich Wilhelm Albrecht Pittelkow: Difference between revisions

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== Noise to Signal to Noise ==
= Noise to Signal to Noise =
[[File:SpecAt.png|400px]]
[[File:SpecAt.png|600px]]


== interesting ==
=== Thesis  and Idea ===
We rarely experience real silence. There is always some kind of "sound" happening. Defining "sound" / acoustic wave as an energy propagation though the medium air.
"Sound" is not only what(/ the frequencies) we hear, it is also a bodily experience of this pressure-wave.
(Eg. People who are deaf also enjoy music)
 
Collect and convert the data into something that can easily be experienced.
→ create an abstraction wich is shaped by the collected data this could be a soundscape  of artificial sounds (maybe in a binaural setup).
 
Sense the presence of sound of different frequencies and sources and make them experienceable.
 
=== Technical solutions===
- Microphones with "pysical-filters"
 
- Vibration sensors attached to trees, other plant or objects in the environment. (Eg. Trees are moved by the wind and are oscillating differently. This is affected by biological factors)
 
Physical-Filters:
Objects obtained near the installation. Such objects could be leafs, thin pieces of wood, wich are placed right in front of the microphones. The sound has to travel tough these objects.
 
== Research and Process ==
Performance Software for binaural panning of several audiosources in Max/Msp using data from an Arduino for control of the azimut and elevetation.
 
[[File:ardmaxbin.png|400px]]


[https://www.youtube.com/watch?v=Ocq3NeudsVk Interesting video about sonification.]
[https://www.youtube.com/watch?v=Ocq3NeudsVk Interesting video about sonification.]


[[/Perception Experience/]]
[[/Perception Experience/]]

Latest revision as of 01:56, 16 June 2021

Noise to Signal to Noise

 

Thesis and Idea

We rarely experience real silence. There is always some kind of "sound" happening. Defining "sound" / acoustic wave as an energy propagation though the medium air. "Sound" is not only what(/ the frequencies) we hear, it is also a bodily experience of this pressure-wave. (Eg. People who are deaf also enjoy music)

Collect and convert the data into something that can easily be experienced. → create an abstraction wich is shaped by the collected data this could be a soundscape of artificial sounds (maybe in a binaural setup).

Sense the presence of sound of different frequencies and sources and make them experienceable.

Technical solutions

- Microphones with "pysical-filters"

- Vibration sensors attached to trees, other plant or objects in the environment. (Eg. Trees are moved by the wind and are oscillating differently. This is affected by biological factors)

Physical-Filters: Objects obtained near the installation. Such objects could be leafs, thin pieces of wood, wich are placed right in front of the microphones. The sound has to travel tough these objects.

Research and Process

Performance Software for binaural panning of several audiosources in Max/Msp using data from an Arduino for control of the azimut and elevetation.

 

Interesting video about sonification.

Perception Experience