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AVOL – AudioVisual OnLine
Playing with Interactive Sound Visualization




Nuno N. Correia
Aalto University,
School of Art and Design,
Media Lab Helsinki

IADIS Conference
Game and Entertainment Technologies
Rome, 24.7.2011
1. Introduction and Objectives
Introduction

•  AVOL (AudioVisual Online) is an interactive
   audiovisual project for the Web, installation and
   performance by Portuguese new media artists Video
   Jack.
•  Video Jack are a duo composed of the author, a
   programmer and musician, and André Carrilho, an
   illustrator and animator.
•  It was released in December 2007, and further
   developed until 2010.
•  Web version: http://www.videojackstudios.com/avol/
Introduction

•  AVOL is the outcome of a competition organized by
   Direcção Geral das Artes (DGA, a department of the
   Portuguese Ministry of Culture) in order to create
   their Net.Art portal.
•  It follows upon previous work by Video Jack for the
   Web and performance, such as Heat Seeker
   (2006-2009).
•  It aims to allow an integrated musical and visual
   expression, in a way that is playful to use and
   engaging to experience.
Introduction

•  In Heat Seeker performances, the sound element was
   manipulated separately from the visual element – the
   software built by Video Jack allowed for visual
   manipulation, whereas the audio element was
   manipulated separately using commercial software.
•  In AVOL, Video Jack aimed to integrate the two
   elements that were separate in Heat Seeker – audio
   and image – under the same application and the same
   interface.
•  The call for proposals from DGA provided an
   additional challenge – to develop an application that
   would be used by others (unlike previous projects),
   on the Web.
Introduction

•  For AVOL, the author planned to develop “animated
   icons” into elements that not only would be audio-
   reactive, but also would control sound.

•  These elements were entitled “Interactive AudioVisual
   Objects” (“IAVOs”), because they would combine an
   interactive element - a GUI (graphical user interface)
   to control sound - with sound visualization, by means
   of audio-reactive animations.

•  Using AVOL, the user should be able to combine
   different sound loops, and consequentially different
   animation loops, creating an audiovisual composition.
2. Contextualization
Contextualization

•  The relation between music and image has been
   explored throughout the centuries. But the invention
   of cinema opened new paths in this field.

•  In the early 20th century, Oskar Fischinger and
   Walther Ruttman created visual music films in
   Germany – a combination of tinted animation with live
   music (Moritz 1997).

•  Another wave of innovation followed, with
   developments in computer science.
Contextualization

•  John Whitney is “widely considered ‘the father of
   computer graphics’” for his explorations of computer-
   generated manipulation of visuals through
   mathematical functions (Paul 2003, p. 15). He was
   among the first generation to use computers for the
   creation of artworks in the 1960s.

•  Progress in personal computing hardware played an
   important role for the dissemination of digital art in
   the 1990s, when “affordable personal computers
   were powerful enough to manipulate images, render
   3D models, design Web pages, edit video and mix
   audio with equal ease” (Tribe and Jana 2007, p. 10).
Contextualization

•  Golan Levin is one of the artists that have explored
   interconnected audiovisual creative expression, in
   works such as Audiovisual Environment Suite
   (1998-2000), “an interactive software that allows for
   the creation and manipulation of simultaneous visuals
   and sound in real time” (Paul 2003, p. 133).
Golan Levin, Audiovisual Environment Suite
(http://www.flong.com/projects/aves/)
Contextualization

•  In 2005, Sergi Jordà and his team at Universitat
   Pompeu Fabra created Reactable, a multi-user electro-
   acoustic music instrument with a tabletop tangible
   user interface.

•  Reactable has dynamic visual-feedback capabilities: “a
   projector (...) draws dynamic animations on its
   surface, providing a visual feedback of the state, the
   activity and the main characteristics of the sounds
   produced by the audio synthesizer” (Kaltenbrunner et
   al 2006, p. 1).
Reactable Systems, Reactable
(http://www.reactable.com/products/
reactable_experience/reactable/)
Contextualization

•  In 2006, Nintendo released Electroplankton,
   developed by artist Toshio Iwai.

•  Electroplankton is a collection of 10 “musical toys”,
   where “a playful visual style is employed to give the
   impression that each takes place in some sort of
   bizarre petri dish – or perhaps a very musical
   aquarium – filled with different species of plankton
   that can produce sound and light when you interact
   with them” (Davis 2006).
Nintendo, Elektroplankton
(http://www.nintendo.com/games/detail/
db2f8da6-2e1b-48cb-b142-a90899e8a1a8)
3. Design
Design - Sound

•  The sound loops were grouped into coherent entities
   as much as possible, similarly to band members on a
   stage.

•  Four of the loops would be rhythmic (bass drum,
   snare drum, hats and clicks) and the remaining three
   be melodic (keyboard, guitar, strings).

•  All loops have same tempo (120 bpm) and the same
   duration (16 seconds).

•  The audio reactivity in AVOL animations is based on
   scale.
Design - Graphics

•  The “petal” aesthetics of IAVO buttons in order to be
   harmonious with the animations, which also resemble
   flowers.

•  Each “song” has its color palette and type of
   animation (for example, animations triggered by
   every third petal are blue), but they where designed
   to integrate with each other.
Design - Interaction

•  The minimal starting point is meant to be mysterious,
   to stimulate curiosity and to motivate the discovery
   process by users.

•  When users roll over one circle, four white petal-
   shaped buttons appear. These trigger each of the
   four loops associated with the IAVO.

•  When users activate one of the loops, new elements
   appear on the IAVO’s interface: three “traffic
   light” (red, yellow and green) buttons (also petal-
   shaped), and a “ring” encompassing the “petal”
   buttons, incorporating a minus and a plus button.
Design - Interaction




IAVO diagram
Design - Comparisons

•  The animations in AVOL resemble John Whitney’s
   floral compositions: “all colors move into the ring
   simultaneously from all sides, forming circles within
   circles all scintillating smoothly in a floral
   configuration” (Youngblood 1970, p. 220).

•  There is also some resemblance between AVOL’s
   flower-like objects and the plankton in
   Electroplankton, even more apparent when collisions
   occur.

•  The IAVOs in AVOL also resemble the animated
   modules in Reactable, which are also audio-reactive.
4. Presentations and Recent Developments
Presentations

•  In 2008, AVOL was presented as installation at the
   following festivals:
   –  Cartes Flux, Espoo, Finland;
   –  Re-New, Copenhagen;
   –  Create 2008, London;
   –  Live Herring, Jyväskylä, Finland.

•  And as performance (also in 2008) at these festivals:
   –  Abertura Festival, Lisbon;
   –  Electro-Mechanica Festival, St. Petersburg, Russia.
Recent Developments

•  In 2010, 3 of the 28 audio loops were updated.

•  Also in 2010, video captures of AVOL were uploaded
   to Video Jack video websites (YouTube and Vimeo),
   and embedded on the Video Jack website. AVOL
   music was also composed and embedded.

•  http://www.videojackstudios.com/projects/avol/

•  These additional media elements (particularly the
   videos) are meant to provide complementary ways for
   users to experience the project, and also to quickly
   understand its possibilities.
5. Conclusions and Further Developments
Conclusions

•  The author considers that AVOL was successful in
   introducing the concept of Interactive AudioVisual
   Objects – entities composed of UI elements
   controlling sound and animation, and also audio-
   reactive animations visualizing sound.

•  As user and performer, he considers that the project
   is playful, engaging, and allows for integrated
   audiovisual manipulation and expression.
Conclusions

•  However, the author detects several limitations in
   AVOL.

•  One of the limitations of AVOL is its closed nature.
   There is a fixed amount of sounds and animations to
   interact with.

•  Additional audio manipulation would be desirable, in
   order to make AVOL more playful and versatile.

•  More playful elements should be introduced, such as
   random features and physics emulation.
Conclusions

•  Another limitation of AVOL is its inability to record
   the interactions of users.

•  Online collaboration features would be an important
   addition to AVOL.

•  One additional limitation is the difficulty of doing fast
   dramatic changes, besides “soloing” one object. It is
   difficult to change multiple parameters quickly in
   AVOL, which hampers its expressiveness.

•  In the author’s opinion, this aspect limits the
   functionality of AVOL as a performance project.
Further Developments

•  A new project which aims to address the limitations
   of AVOL has been released, AV Clash.

•  http://www.avclash.com

•  A questionnaire has been conducted to evaluate AV
   Clash, including a comparison with AVOL. The results
   of the questionnaire will be analyzed soon.

•  However, more can still be done to pursue the
   objectives of AVOL, continuing a line of projects it
   has began and AV Clash has continued, particularly in
   the areas of recording and collaboration.
References

•  Davis, R., 2006. Electroplankton Review. GameSpot,
   January. http://www.gamespot.com/ds/puzzle/
   electroplankton/review.html Referenced January 11

•  Kaltenbrunner, M. et al, 2006. The reacTable: A
   Collaborative Musical Instrument. Universitat Pompeu
   Fabra, Barcelona, Spain. http://mtg.upf.edu/node/
   470 Referenced January 11 2011.
References

•  Moritz, W., 1997. The Dream of Color Music and the
   Machines that Made it Possible. In Animation World
   Magazine, Apr. 1997. http://www.awn.com/mag/
   issue2.1/articles/moritz2.1.html Referenced January
   11 2011.

•  Paul, C., 2003. Digital Art. Thames & Hudson,
   London, UK.

•  Tribe, M. and Jana, R., 2007. New Media Art. Taschen,
   Köln, Germany.
References

•  Youngblood, G., 1970. Expanded Cinema. P. Dutton &
   Co., New York, USA. http://www.vasulka.org/
   Kitchen/PDF_ExpandedCinema/ExpandedCinema.html
   Referenced January 11 2011.
Thank you!




Any questions?




www.nunocorreia.com
mail@nunocorreia.com
www.videojackstudios.com

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NCorreia, AVOL 2011-07-24

  • 1. AVOL – AudioVisual OnLine Playing with Interactive Sound Visualization Nuno N. Correia Aalto University, School of Art and Design, Media Lab Helsinki IADIS Conference Game and Entertainment Technologies Rome, 24.7.2011
  • 2. 1. Introduction and Objectives
  • 3. Introduction •  AVOL (AudioVisual Online) is an interactive audiovisual project for the Web, installation and performance by Portuguese new media artists Video Jack. •  Video Jack are a duo composed of the author, a programmer and musician, and André Carrilho, an illustrator and animator. •  It was released in December 2007, and further developed until 2010. •  Web version: http://www.videojackstudios.com/avol/
  • 4. Introduction •  AVOL is the outcome of a competition organized by Direcção Geral das Artes (DGA, a department of the Portuguese Ministry of Culture) in order to create their Net.Art portal. •  It follows upon previous work by Video Jack for the Web and performance, such as Heat Seeker (2006-2009). •  It aims to allow an integrated musical and visual expression, in a way that is playful to use and engaging to experience.
  • 5. Introduction •  In Heat Seeker performances, the sound element was manipulated separately from the visual element – the software built by Video Jack allowed for visual manipulation, whereas the audio element was manipulated separately using commercial software. •  In AVOL, Video Jack aimed to integrate the two elements that were separate in Heat Seeker – audio and image – under the same application and the same interface. •  The call for proposals from DGA provided an additional challenge – to develop an application that would be used by others (unlike previous projects), on the Web.
  • 6. Introduction •  For AVOL, the author planned to develop “animated icons” into elements that not only would be audio- reactive, but also would control sound. •  These elements were entitled “Interactive AudioVisual Objects” (“IAVOs”), because they would combine an interactive element - a GUI (graphical user interface) to control sound - with sound visualization, by means of audio-reactive animations. •  Using AVOL, the user should be able to combine different sound loops, and consequentially different animation loops, creating an audiovisual composition.
  • 8. Contextualization •  The relation between music and image has been explored throughout the centuries. But the invention of cinema opened new paths in this field. •  In the early 20th century, Oskar Fischinger and Walther Ruttman created visual music films in Germany – a combination of tinted animation with live music (Moritz 1997). •  Another wave of innovation followed, with developments in computer science.
  • 9. Contextualization •  John Whitney is “widely considered ‘the father of computer graphics’” for his explorations of computer- generated manipulation of visuals through mathematical functions (Paul 2003, p. 15). He was among the first generation to use computers for the creation of artworks in the 1960s. •  Progress in personal computing hardware played an important role for the dissemination of digital art in the 1990s, when “affordable personal computers were powerful enough to manipulate images, render 3D models, design Web pages, edit video and mix audio with equal ease” (Tribe and Jana 2007, p. 10).
  • 10. Contextualization •  Golan Levin is one of the artists that have explored interconnected audiovisual creative expression, in works such as Audiovisual Environment Suite (1998-2000), “an interactive software that allows for the creation and manipulation of simultaneous visuals and sound in real time” (Paul 2003, p. 133).
  • 11. Golan Levin, Audiovisual Environment Suite (http://www.flong.com/projects/aves/)
  • 12. Contextualization •  In 2005, Sergi Jordà and his team at Universitat Pompeu Fabra created Reactable, a multi-user electro- acoustic music instrument with a tabletop tangible user interface. •  Reactable has dynamic visual-feedback capabilities: “a projector (...) draws dynamic animations on its surface, providing a visual feedback of the state, the activity and the main characteristics of the sounds produced by the audio synthesizer” (Kaltenbrunner et al 2006, p. 1).
  • 14. Contextualization •  In 2006, Nintendo released Electroplankton, developed by artist Toshio Iwai. •  Electroplankton is a collection of 10 “musical toys”, where “a playful visual style is employed to give the impression that each takes place in some sort of bizarre petri dish – or perhaps a very musical aquarium – filled with different species of plankton that can produce sound and light when you interact with them” (Davis 2006).
  • 17. Design - Sound •  The sound loops were grouped into coherent entities as much as possible, similarly to band members on a stage. •  Four of the loops would be rhythmic (bass drum, snare drum, hats and clicks) and the remaining three be melodic (keyboard, guitar, strings). •  All loops have same tempo (120 bpm) and the same duration (16 seconds). •  The audio reactivity in AVOL animations is based on scale.
  • 18. Design - Graphics •  The “petal” aesthetics of IAVO buttons in order to be harmonious with the animations, which also resemble flowers. •  Each “song” has its color palette and type of animation (for example, animations triggered by every third petal are blue), but they where designed to integrate with each other.
  • 19. Design - Interaction •  The minimal starting point is meant to be mysterious, to stimulate curiosity and to motivate the discovery process by users. •  When users roll over one circle, four white petal- shaped buttons appear. These trigger each of the four loops associated with the IAVO. •  When users activate one of the loops, new elements appear on the IAVO’s interface: three “traffic light” (red, yellow and green) buttons (also petal- shaped), and a “ring” encompassing the “petal” buttons, incorporating a minus and a plus button.
  • 21. Design - Comparisons •  The animations in AVOL resemble John Whitney’s floral compositions: “all colors move into the ring simultaneously from all sides, forming circles within circles all scintillating smoothly in a floral configuration” (Youngblood 1970, p. 220). •  There is also some resemblance between AVOL’s flower-like objects and the plankton in Electroplankton, even more apparent when collisions occur. •  The IAVOs in AVOL also resemble the animated modules in Reactable, which are also audio-reactive.
  • 22. 4. Presentations and Recent Developments
  • 23. Presentations •  In 2008, AVOL was presented as installation at the following festivals: –  Cartes Flux, Espoo, Finland; –  Re-New, Copenhagen; –  Create 2008, London; –  Live Herring, Jyväskylä, Finland. •  And as performance (also in 2008) at these festivals: –  Abertura Festival, Lisbon; –  Electro-Mechanica Festival, St. Petersburg, Russia.
  • 24. Recent Developments •  In 2010, 3 of the 28 audio loops were updated. •  Also in 2010, video captures of AVOL were uploaded to Video Jack video websites (YouTube and Vimeo), and embedded on the Video Jack website. AVOL music was also composed and embedded. •  http://www.videojackstudios.com/projects/avol/ •  These additional media elements (particularly the videos) are meant to provide complementary ways for users to experience the project, and also to quickly understand its possibilities.
  • 25. 5. Conclusions and Further Developments
  • 26. Conclusions •  The author considers that AVOL was successful in introducing the concept of Interactive AudioVisual Objects – entities composed of UI elements controlling sound and animation, and also audio- reactive animations visualizing sound. •  As user and performer, he considers that the project is playful, engaging, and allows for integrated audiovisual manipulation and expression.
  • 27. Conclusions •  However, the author detects several limitations in AVOL. •  One of the limitations of AVOL is its closed nature. There is a fixed amount of sounds and animations to interact with. •  Additional audio manipulation would be desirable, in order to make AVOL more playful and versatile. •  More playful elements should be introduced, such as random features and physics emulation.
  • 28. Conclusions •  Another limitation of AVOL is its inability to record the interactions of users. •  Online collaboration features would be an important addition to AVOL. •  One additional limitation is the difficulty of doing fast dramatic changes, besides “soloing” one object. It is difficult to change multiple parameters quickly in AVOL, which hampers its expressiveness. •  In the author’s opinion, this aspect limits the functionality of AVOL as a performance project.
  • 29. Further Developments •  A new project which aims to address the limitations of AVOL has been released, AV Clash. •  http://www.avclash.com •  A questionnaire has been conducted to evaluate AV Clash, including a comparison with AVOL. The results of the questionnaire will be analyzed soon. •  However, more can still be done to pursue the objectives of AVOL, continuing a line of projects it has began and AV Clash has continued, particularly in the areas of recording and collaboration.
  • 30. References •  Davis, R., 2006. Electroplankton Review. GameSpot, January. http://www.gamespot.com/ds/puzzle/ electroplankton/review.html Referenced January 11 •  Kaltenbrunner, M. et al, 2006. The reacTable: A Collaborative Musical Instrument. Universitat Pompeu Fabra, Barcelona, Spain. http://mtg.upf.edu/node/ 470 Referenced January 11 2011.
  • 31. References •  Moritz, W., 1997. The Dream of Color Music and the Machines that Made it Possible. In Animation World Magazine, Apr. 1997. http://www.awn.com/mag/ issue2.1/articles/moritz2.1.html Referenced January 11 2011. •  Paul, C., 2003. Digital Art. Thames & Hudson, London, UK. •  Tribe, M. and Jana, R., 2007. New Media Art. Taschen, Köln, Germany.
  • 32. References •  Youngblood, G., 1970. Expanded Cinema. P. Dutton & Co., New York, USA. http://www.vasulka.org/ Kitchen/PDF_ExpandedCinema/ExpandedCinema.html Referenced January 11 2011.