User:Jo El/1: Difference between revisions

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The style should be generative, so basically a sound and video setup that constantly generates related, continiously changing output from "itself" (based on the Artificial Life Simulation running in the background). So i thought about 3 Layers. Video, Audio, Computation. All connected through abstract relations.  
The style should be generative, so basically a sound and video setup that constantly generates related, continiously changing output from "itself" (based on the Artificial Life Simulation running in the background). So i thought about 3 Layers. Video, Audio, Computation. All connected through abstract relations.  


As is still didn't really came up with a concrete concept or call it story, something that guides me in the coding stage towards more well thought out system structures, i choose changes like the death of an agent or the birth of a new agent or the position/velocity/size of longest living agent as data for the particle system in unity and the modular synthesizers. In the particle system was a death of a agent shown as a circular impulse on the flow field of the particles. At the same time the death triggered a clocked analog noise generator where i sampled different modulation signals from. Those then were going into different parameters of a stereo delay which sits behind the also triggered synth. So on every death a wide variety of delayed sounds we're playing with according visual feedback.  
As I still didn't really came up with a story or something that guides me in the coding stage towards more well thought out system structures, i choose changes like the death of an agent or the birth of a new agent or the position/velocity/size of longest living agent as data for the particle system in unity and the modular synthesizers. In the particle system was a death of a agent shown as a circular impulse on the flow field of the particles. At the same time the death triggered a clocked analog noise generator where i sampled different modulation signals from. Those then were going into different parameters of a stereo delay which sits behind the also triggered synth. So on every death a wide variety of delayed sounds we're playing with according visual feedback.  


As I already said, unfortunately this project never became a real installation because of covid but i have to also say that i didn't found out what i really want to do with my agent system and those algorithms and thats why i didn't came up with a consistent idea that really connects those layers. So on different levels my initial project idea failed, but still, i'm actually very happy with this project because i learned really a lot on many different and ground-setting levels. Besides that was the whole setup process a very good pratice for setting Unity, Processing and Modular Synths up together for performative use cases in the future.
As I already said, unfortunately this project never became a real installation because of covid but i have to also say that i didn't found out what i really want to do with my agent system and those algorithms and thats why i didn't came up with a consistent idea that really connects those layers. So on different levels my initial project idea failed, but still, i'm actually very happy with this project because i learned really a lot on many different and ground-setting levels. Besides that was the whole setup process a very good pratice for setting Unity, Processing and Modular Synths up together for performative use cases in the future.