This document summarizes the process of creating 9 art editions representing audio waveforms in a tactile and graphic style. The pieces were made by manipulating original waveforms in Illustrator and laser engraving them onto MDF. This allowed the viewer to experience understanding audio visually and physically. References discussed techniques for laser engraving, understanding waveforms, materials for production, and representing concepts in a physical form. The goal was to challenge connections between sight, touch, and hearing through representing sound waves in a visual and tangible way.
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
In 1999 IEEE Symposium on Visual LanguagesTokyo, Japan, pp.he45mcurnow
In 1999 IEEE Symposium on Visual Languages
Tokyo, Japan, pp. 111-118
Visual Music in a Visual Programming Language
Fred Collopy
Case Western Reserve University
[email protected]
Robert M. Fuhrer
IBM Watson Research Center
[email protected]
David Jameson
DigiPortal, Inc.
Abstract
Sonnet was designed as a visual language for
implementing real-time processes. Early design and
development of behavioral components has largely
focused on the domain of music programming. However,
Sonnet’s architecture is well suited to expressing many
kinds of real-time activities. In particular, Sonnet is easily
extended with new kinds of data types and behavioral
components.
We have developed a collection of visual output
components for Sonnet, referred to collectively as
Sonnet+Imager. Its design embodies aesthetically
grounded representations of color, form, and rhythm, as
well as dynamics for each. Moreover, its value is
enhanced by a flexible, modular architecture that treats
these graphic entities and operations as first-class
objects.
1. Introduction
There is growing interest in the design of instruments
to play graphics in the way that musicians play sound.
Such visual instruments could assume a wide variety of
forms and functions. Indeed, there is no reason to expect
less variety than there is among musical instruments.
When the visual instruments are computer-based, we refer
to them as imagers. The pieces that are produced using
them we refer to as lumia.1
Interest in instruments that could integrate graphics
with music is not new. In the early 18th century Louis-
Bertrand Castel produced his clavecin oculaire, a light
organ inspired by Newton’s work on color theory. Since,
there have been numerous experiments by painters,
composers and film-makers. At the beginning of this
century, the physicist Albert Michelson wrote: “so
strongly do these color phenomena appeal to me that I
venture to predict that in the not very distant future there
may be a color art analogous to the art of sound--a color
music [9]”.
Around the same time, composers and filmmakers
experimented with, and invented the elements of, such an
art. Among the interesting developments were those of
members of the Bauhaus, where Wassily Kandinsky and
1 This term was suggested by Thomas Wilfred in 1947 ([13]).
Paul Klee speculated on similarities between music and
painting and Moholy-Nagy built kinetic sculptures to
explore light in motion. In the United States, modern
artists Morgan Russell and Stanton Macdonald-Wright
built kinetic light machines, which they saw as a natural
extension of their interest in color and movement. Film-
makers including Oskar Fischinger, John and James
Whitney, Mary Ellen Bute, and Harry Smith explored
some of the same issues in abstract films.
Powerful graphic computers, MIDI, and high-
bandwidth distribution media have led to an increased
interest in computer-based graphic instruments. Sc ...
In 1999 IEEE Symposium on Visual LanguagesTokyo, Japan, pp. (2)he45mcurnow
In 1999 IEEE Symposium on Visual Languages
Tokyo, Japan, pp. 111-118
Visual Music in a Visual Programming Language
Fred Collopy
Case Western Reserve University
[email protected]
Robert M. Fuhrer
IBM Watson Research Center
[email protected]
David Jameson
DigiPortal, Inc.
Abstract
Sonnet was designed as a visual language for
implementing real-time processes. Early design and
development of behavioral components has largely
focused on the domain of music programming. However,
Sonnet’s architecture is well suited to expressing many
kinds of real-time activities. In particular, Sonnet is easily
extended with new kinds of data types and behavioral
components.
We have developed a collection of visual output
components for Sonnet, referred to collectively as
Sonnet+Imager. Its design embodies aesthetically
grounded representations of color, form, and rhythm, as
well as dynamics for each. Moreover, its value is
enhanced by a flexible, modular architecture that treats
these graphic entities and operations as first-class
objects.
1. Introduction
There is growing interest in the design of instruments
to play graphics in the way that musicians play sound.
Such visual instruments could assume a wide variety of
forms and functions. Indeed, there is no reason to expect
less variety than there is among musical instruments.
When the visual instruments are computer-based, we refer
to them as imagers. The pieces that are produced using
them we refer to as lumia.1
Interest in instruments that could integrate graphics
with music is not new. In the early 18th century Louis-
Bertrand Castel produced his clavecin oculaire, a light
organ inspired by Newton’s work on color theory. Since,
there have been numerous experiments by painters,
composers and film-makers. At the beginning of this
century, the physicist Albert Michelson wrote: “so
strongly do these color phenomena appeal to me that I
venture to predict that in the not very distant future there
may be a color art analogous to the art of sound--a color
music [9]”.
Around the same time, composers and filmmakers
experimented with, and invented the elements of, such an
art. Among the interesting developments were those of
members of the Bauhaus, where Wassily Kandinsky and
1 This term was suggested by Thomas Wilfred in 1947 ([13]).
Paul Klee speculated on similarities between music and
painting and Moholy-Nagy built kinetic sculptures to
explore light in motion. In the United States, modern
artists Morgan Russell and Stanton Macdonald-Wright
built kinetic light machines, which they saw as a natural
extension of their interest in color and movement. Film-
makers including Oskar Fischinger, John and James
Whitney, Mary Ellen Bute, and Harry Smith explored
some of the same issues in abstract films.
Powerful graphic computers, MIDI, and high-
bandwidth distribution media have led to an increased
interest in computer-based graphic instruments. Sc ...
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
In 1999 IEEE Symposium on Visual LanguagesTokyo, Japan, pp.he45mcurnow
In 1999 IEEE Symposium on Visual Languages
Tokyo, Japan, pp. 111-118
Visual Music in a Visual Programming Language
Fred Collopy
Case Western Reserve University
[email protected]
Robert M. Fuhrer
IBM Watson Research Center
[email protected]
David Jameson
DigiPortal, Inc.
Abstract
Sonnet was designed as a visual language for
implementing real-time processes. Early design and
development of behavioral components has largely
focused on the domain of music programming. However,
Sonnet’s architecture is well suited to expressing many
kinds of real-time activities. In particular, Sonnet is easily
extended with new kinds of data types and behavioral
components.
We have developed a collection of visual output
components for Sonnet, referred to collectively as
Sonnet+Imager. Its design embodies aesthetically
grounded representations of color, form, and rhythm, as
well as dynamics for each. Moreover, its value is
enhanced by a flexible, modular architecture that treats
these graphic entities and operations as first-class
objects.
1. Introduction
There is growing interest in the design of instruments
to play graphics in the way that musicians play sound.
Such visual instruments could assume a wide variety of
forms and functions. Indeed, there is no reason to expect
less variety than there is among musical instruments.
When the visual instruments are computer-based, we refer
to them as imagers. The pieces that are produced using
them we refer to as lumia.1
Interest in instruments that could integrate graphics
with music is not new. In the early 18th century Louis-
Bertrand Castel produced his clavecin oculaire, a light
organ inspired by Newton’s work on color theory. Since,
there have been numerous experiments by painters,
composers and film-makers. At the beginning of this
century, the physicist Albert Michelson wrote: “so
strongly do these color phenomena appeal to me that I
venture to predict that in the not very distant future there
may be a color art analogous to the art of sound--a color
music [9]”.
Around the same time, composers and filmmakers
experimented with, and invented the elements of, such an
art. Among the interesting developments were those of
members of the Bauhaus, where Wassily Kandinsky and
1 This term was suggested by Thomas Wilfred in 1947 ([13]).
Paul Klee speculated on similarities between music and
painting and Moholy-Nagy built kinetic sculptures to
explore light in motion. In the United States, modern
artists Morgan Russell and Stanton Macdonald-Wright
built kinetic light machines, which they saw as a natural
extension of their interest in color and movement. Film-
makers including Oskar Fischinger, John and James
Whitney, Mary Ellen Bute, and Harry Smith explored
some of the same issues in abstract films.
Powerful graphic computers, MIDI, and high-
bandwidth distribution media have led to an increased
interest in computer-based graphic instruments. Sc ...
In 1999 IEEE Symposium on Visual LanguagesTokyo, Japan, pp. (2)he45mcurnow
In 1999 IEEE Symposium on Visual Languages
Tokyo, Japan, pp. 111-118
Visual Music in a Visual Programming Language
Fred Collopy
Case Western Reserve University
[email protected]
Robert M. Fuhrer
IBM Watson Research Center
[email protected]
David Jameson
DigiPortal, Inc.
Abstract
Sonnet was designed as a visual language for
implementing real-time processes. Early design and
development of behavioral components has largely
focused on the domain of music programming. However,
Sonnet’s architecture is well suited to expressing many
kinds of real-time activities. In particular, Sonnet is easily
extended with new kinds of data types and behavioral
components.
We have developed a collection of visual output
components for Sonnet, referred to collectively as
Sonnet+Imager. Its design embodies aesthetically
grounded representations of color, form, and rhythm, as
well as dynamics for each. Moreover, its value is
enhanced by a flexible, modular architecture that treats
these graphic entities and operations as first-class
objects.
1. Introduction
There is growing interest in the design of instruments
to play graphics in the way that musicians play sound.
Such visual instruments could assume a wide variety of
forms and functions. Indeed, there is no reason to expect
less variety than there is among musical instruments.
When the visual instruments are computer-based, we refer
to them as imagers. The pieces that are produced using
them we refer to as lumia.1
Interest in instruments that could integrate graphics
with music is not new. In the early 18th century Louis-
Bertrand Castel produced his clavecin oculaire, a light
organ inspired by Newton’s work on color theory. Since,
there have been numerous experiments by painters,
composers and film-makers. At the beginning of this
century, the physicist Albert Michelson wrote: “so
strongly do these color phenomena appeal to me that I
venture to predict that in the not very distant future there
may be a color art analogous to the art of sound--a color
music [9]”.
Around the same time, composers and filmmakers
experimented with, and invented the elements of, such an
art. Among the interesting developments were those of
members of the Bauhaus, where Wassily Kandinsky and
1 This term was suggested by Thomas Wilfred in 1947 ([13]).
Paul Klee speculated on similarities between music and
painting and Moholy-Nagy built kinetic sculptures to
explore light in motion. In the United States, modern
artists Morgan Russell and Stanton Macdonald-Wright
built kinetic light machines, which they saw as a natural
extension of their interest in color and movement. Film-
makers including Oskar Fischinger, John and James
Whitney, Mary Ellen Bute, and Harry Smith explored
some of the same issues in abstract films.
Powerful graphic computers, MIDI, and high-
bandwidth distribution media have led to an increased
interest in computer-based graphic instruments. Sc ...
The availability of ready to hand video technologies for recording, editing, and publishing 'everyday ephemera' has seen an explosion of content online, from the low brow populism of YouTube through to the sophisticated observational post produced work of Robert Croma. These technologies of recording, editing, and distribution provide documentary practice with an everyday, quotidian apparatus for the creation of informal, reflective, observational and autoethnographic work. This paper will examine the use of ready to hand video technologies in concert with the use of the Korsakow interactive video authoring software, to create small scale, 'ready to hand' or 'dirty media' documentaries. This provides a model to investigate and develop alternative modes of making nonfiction video online material that falls outside of the economy of spectacle that dominates YouTube or the 'personal broadcasting channels’ of Vimeo . The problem investigated is how to contextualise and author in these systems so that work created is outside of the unstructured banality of aggregative platforms and the serialised limitations of the blog. Emerging software models such as Korsakow require a creative practice of making that involves the critical curation of video ephemera into complex, emerging and multilinear constellations and clouds of associated material that let these works lie between the personal documentary, essay film, home movies and broader poetic traditions. More significantly the use of systems such as Korsakow allows for an autoethnographic methodology of personal, informal and everyday observation to produce a ‘soup’ of material that is then structured through the elucidation of emerging or unveiled patterns of relation amongst shots and sequences. These patterns create affective and poetic “lines of flight” for both maker and user and their value lies in the possibility of poesis amongst otherwise unremarkable moments.
The Streams of Our Lives - Visualizing Listening Histories in ContextDominikus Baur
Slides to the talk I gave at the IEEE InfoVis conference on 29/10/10.
You can download LastHistory here:
http://www.frederikseiffert.de/lasthistory/
Here's the abstract of the paper:
The choices we take when listening to music are expressions of our personal taste and character. Storing and accessing our listening histories is trivial due to services like Last.fm, but learning from them and understanding them is not. Existing solutions operate at a very abstract level and only produce statistics. By applying techniques from information visualization to this problem, we were able to provide average people with a detailed and powerful tool for accessing their own musical past. LastHistory is an interactive visualization for displaying music listening histories, along with contextual information from personal photos and calendar entries. Its two main user tasks are (1) analysis, with an emphasis on temporal patterns and hypotheses related to musical genre and sequences, and (2) reminiscing, where listening histories and context represent part of one's past. In this design study paper we give an overview of the field of music listening histories and explain their unique characteristics as a type of personal data. We then describe the design rationale, data and view transformations of LastHistory and present the results from both a lab- and a large-scale online study. We also put listening histories in contrast to other lifelogging data. The resonant and enthusiastic feedback that we received from average users shows a need for making their personal data accessible. We hope to stimulate such developments through this research.
Project 2 OntographyFor our second course project, we will be.docxwkyra78
Project 2: Ontography
For our second course project, we will be engaging in primary research. Primary research is the gathering of data through your own data collection efforts as apposed to secondary research through which you get information from the written accounts of others. The object of our primary research is a writing ecology of your choice. I will ask you to gather as much information as possible about a particular social group and their activities with a focus on the genres (types of written texts) that they use to engage in their activities. Our goal is to come to understand how this community uses writing to accomplish its goals, mediate its activities, and negotiate relationships among people, places, and resources.
To collect your data, you will need to get access to this community, discipline, etc., and, through interviews, observations, and surveys come to know what texts people use, what they use them to do, and how those texts relate to and maintain the systems of ideas, purposes, interpersonal relationships, cultural norms, and textual forms (Cooper) of the group.
The Text
To present your findings, I will ask you to create an ontography. An ontography is a type of info-graphic, blending words and visuals, to create a map of the interactions of this ecology (with a focus on one particular role in that ecology) showing how different genres connect people, places, activities, and objects/resources and explaining connections to the systems of the ecology. An ontography, then, is a visual map of the ecology, with text explaining the connections between parts. In many ways, it is like a schematic of a machine, showing all the parts and how they connect together to make the whole. In our ontography, the glue that connects everything together is the system of genres (textual forms) and the rest of the systems (ideas, purposes, interpersonal relations, and cultural norms that are maintained through their production).
You are free to use whatever technology you are familiar with or have access to. You do, in the end, need to make your ontography available in your Google Drive folder, but you can do so by taking a picture or scanning it if you choose to work with non-digital technology (science project boards, etc.). One technology that I have found particularly effective is Prezi, the online 3d presentation program. Prezi.com does allow for a limited free subscription, and its features allow you to create visually interesting and effective info-graphics. If you are familiar with or have access to graphic design software, you could certainly use such products to create your ontography.
Purpose
The main purpose of this project is to give you the opportunity to analyze a writing ecology using the “mental schema” (Beaufort) you are developing and to begin to see the extent to which writing mediates social interaction—no matter what you do in your life, writing will be a major factor. It also gives you an opportunity to create a mul ...
Design Fiction: Something and the Something in the Age of the SomethingJulian Bleecker
Presentation at Design Engaged 2008 of some early thinking on props, prototypes and fiction as frameworks for engaging design activities. Ideas in process.
More at: http://tinyurl.com/45sv3z
Use Your Words: Content Strategy to Influence BehaviorLiz Danzico
What if we were truly open to the language in our cities, our neighborhoods, our city blocks? What is our environment telling us to do?
In this workshop, we’ll let the language of the city guide us to explore how words, specifically the words of our immediate contexts, shape our behavior. By being open to the possibilities, we’ll explore how language influences both the micro and macro actions we take. We’ll go on expeditions in the morning—studying street signs to doorways to receipts—comparing patterns in the language maps we’ll construct. In the afternoon, we’ll look at what these patterns suggest for the products and services we design.
You’ll walk away having learned how words influence behavior, how products and services have used language for behavior change, and having tools for thinking about language and behavior change in the work you do.
Spend the day letting words use you, so you can go back to work to use them with renewed wisdom.
The availability of ready to hand video technologies for recording, editing, and publishing 'everyday ephemera' has seen an explosion of content online, from the low brow populism of YouTube through to the sophisticated observational post produced work of Robert Croma. These technologies of recording, editing, and distribution provide documentary practice with an everyday, quotidian apparatus for the creation of informal, reflective, observational and autoethnographic work. This paper will examine the use of ready to hand video technologies in concert with the use of the Korsakow interactive video authoring software, to create small scale, 'ready to hand' or 'dirty media' documentaries. This provides a model to investigate and develop alternative modes of making nonfiction video online material that falls outside of the economy of spectacle that dominates YouTube or the 'personal broadcasting channels’ of Vimeo . The problem investigated is how to contextualise and author in these systems so that work created is outside of the unstructured banality of aggregative platforms and the serialised limitations of the blog. Emerging software models such as Korsakow require a creative practice of making that involves the critical curation of video ephemera into complex, emerging and multilinear constellations and clouds of associated material that let these works lie between the personal documentary, essay film, home movies and broader poetic traditions. More significantly the use of systems such as Korsakow allows for an autoethnographic methodology of personal, informal and everyday observation to produce a ‘soup’ of material that is then structured through the elucidation of emerging or unveiled patterns of relation amongst shots and sequences. These patterns create affective and poetic “lines of flight” for both maker and user and their value lies in the possibility of poesis amongst otherwise unremarkable moments.
The Streams of Our Lives - Visualizing Listening Histories in ContextDominikus Baur
Slides to the talk I gave at the IEEE InfoVis conference on 29/10/10.
You can download LastHistory here:
http://www.frederikseiffert.de/lasthistory/
Here's the abstract of the paper:
The choices we take when listening to music are expressions of our personal taste and character. Storing and accessing our listening histories is trivial due to services like Last.fm, but learning from them and understanding them is not. Existing solutions operate at a very abstract level and only produce statistics. By applying techniques from information visualization to this problem, we were able to provide average people with a detailed and powerful tool for accessing their own musical past. LastHistory is an interactive visualization for displaying music listening histories, along with contextual information from personal photos and calendar entries. Its two main user tasks are (1) analysis, with an emphasis on temporal patterns and hypotheses related to musical genre and sequences, and (2) reminiscing, where listening histories and context represent part of one's past. In this design study paper we give an overview of the field of music listening histories and explain their unique characteristics as a type of personal data. We then describe the design rationale, data and view transformations of LastHistory and present the results from both a lab- and a large-scale online study. We also put listening histories in contrast to other lifelogging data. The resonant and enthusiastic feedback that we received from average users shows a need for making their personal data accessible. We hope to stimulate such developments through this research.
Project 2 OntographyFor our second course project, we will be.docxwkyra78
Project 2: Ontography
For our second course project, we will be engaging in primary research. Primary research is the gathering of data through your own data collection efforts as apposed to secondary research through which you get information from the written accounts of others. The object of our primary research is a writing ecology of your choice. I will ask you to gather as much information as possible about a particular social group and their activities with a focus on the genres (types of written texts) that they use to engage in their activities. Our goal is to come to understand how this community uses writing to accomplish its goals, mediate its activities, and negotiate relationships among people, places, and resources.
To collect your data, you will need to get access to this community, discipline, etc., and, through interviews, observations, and surveys come to know what texts people use, what they use them to do, and how those texts relate to and maintain the systems of ideas, purposes, interpersonal relationships, cultural norms, and textual forms (Cooper) of the group.
The Text
To present your findings, I will ask you to create an ontography. An ontography is a type of info-graphic, blending words and visuals, to create a map of the interactions of this ecology (with a focus on one particular role in that ecology) showing how different genres connect people, places, activities, and objects/resources and explaining connections to the systems of the ecology. An ontography, then, is a visual map of the ecology, with text explaining the connections between parts. In many ways, it is like a schematic of a machine, showing all the parts and how they connect together to make the whole. In our ontography, the glue that connects everything together is the system of genres (textual forms) and the rest of the systems (ideas, purposes, interpersonal relations, and cultural norms that are maintained through their production).
You are free to use whatever technology you are familiar with or have access to. You do, in the end, need to make your ontography available in your Google Drive folder, but you can do so by taking a picture or scanning it if you choose to work with non-digital technology (science project boards, etc.). One technology that I have found particularly effective is Prezi, the online 3d presentation program. Prezi.com does allow for a limited free subscription, and its features allow you to create visually interesting and effective info-graphics. If you are familiar with or have access to graphic design software, you could certainly use such products to create your ontography.
Purpose
The main purpose of this project is to give you the opportunity to analyze a writing ecology using the “mental schema” (Beaufort) you are developing and to begin to see the extent to which writing mediates social interaction—no matter what you do in your life, writing will be a major factor. It also gives you an opportunity to create a mul ...
Design Fiction: Something and the Something in the Age of the SomethingJulian Bleecker
Presentation at Design Engaged 2008 of some early thinking on props, prototypes and fiction as frameworks for engaging design activities. Ideas in process.
More at: http://tinyurl.com/45sv3z
Use Your Words: Content Strategy to Influence BehaviorLiz Danzico
What if we were truly open to the language in our cities, our neighborhoods, our city blocks? What is our environment telling us to do?
In this workshop, we’ll let the language of the city guide us to explore how words, specifically the words of our immediate contexts, shape our behavior. By being open to the possibilities, we’ll explore how language influences both the micro and macro actions we take. We’ll go on expeditions in the morning—studying street signs to doorways to receipts—comparing patterns in the language maps we’ll construct. In the afternoon, we’ll look at what these patterns suggest for the products and services we design.
You’ll walk away having learned how words influence behavior, how products and services have used language for behavior change, and having tools for thinking about language and behavior change in the work you do.
Spend the day letting words use you, so you can go back to work to use them with renewed wisdom.
Fashionista Chic Couture Maze & Coloring Adventures is a coloring and activity book filled with many maze games and coloring activities designed to delight and engage young fashion enthusiasts. Each page offers a unique blend of fashion-themed mazes and stylish illustrations to color, inspiring creativity and problem-solving skills in children.
Hadj Ounis's most notable work is his sculpture titled "Metamorphosis." This piece showcases Ounis's mastery of form and texture, as he seamlessly combines metal and wood to create a dynamic and visually striking composition. The juxtaposition of the two materials creates a sense of tension and harmony, inviting viewers to contemplate the relationship between nature and industry.
This document announces the winners of the 2024 Youth Poster Contest organized by MATFORCE. It lists the grand prize and age category winners for grades K-6, 7-12, and individual age groups from 5 years old to 18 years old.
Brushstrokes of Inspiration: Four Major Influences in Victor Gilbert’s Artist...KendraJohnson54
Throughout his career, Victor Gilbert was influenced heavily by various factors, the most notable being his upbringing and the artistic movements of his time. A rich tapestry of inspirations appears in Gilbert’s work, ranging from their own experiences to the art movements of that period.
Boudoir photography, a genre that captures intimate and sensual images of individuals, has experienced significant transformation over the years, particularly in New York City (NYC). Known for its diversity and vibrant arts scene, NYC has been a hub for the evolution of various art forms, including boudoir photography. This article delves into the historical background, cultural significance, technological advancements, and the contemporary landscape of boudoir photography in NYC.
This tutorial offers a step-by-step guide on how to effectively use Pinterest. It covers the basics such as account creation and navigation, as well as advanced techniques including creating eye-catching pins and optimizing your profile. The tutorial also explores collaboration and networking on the platform. With visual illustrations and clear instructions, this tutorial will equip you with the skills to navigate Pinterest confidently and achieve your goals.
1. O
N
E
STAT
MENT
As a big music fan, I have always been interested in how I can bring my passion
for songwriting and production into my work. When I originally looked at wave-
forms I was curious as to how it was decided that we visualize audio in the form
we do today. Since audio is only detected by listening I wanted to explore pull-
ing it out of its natural realm by putting it into a physical one, where we can
feel what we here and visualize audio in a diffrent way.
When creating this piece it brought me back to the seeing and perceiving and
workplay 1 projects where the idea if no 2 things are similar was introduced. In
many ways that is true and I wanted to create different pieces that produced
that thought. Using the original waveforms I manipulated them into different
explorational ways of representing there sound by emphasizing the major
changes in their pattern. Audio is very interesting because there are so many
different avenues you can take with it but representing it in a physical and
visual way challenges the connection sight, touch and hearing have with one
another.
Funk
Wave
BounceProcess Book
Miles Macklin
Methods of Inquary
W 19
3. F
I
V
E
PROCESS
Materials:
Cardboard
Plastic bottle
Duck tape
String
Placing quarters on the removable
platform then pulling that out
from the back the coins are stopped
by the inner carboard peice and are
dropped into the bottle
Once coins are dropped they are
filttered through string to allow
for an uneven audio pattern when
coins hit the ground
TECH
F
o
u
r
Using the technology to
drop coins, they are then
recorder with a microphone
and uploaded to premier pro
In prmier the wave forms are
then cut and screen
shotted so only the audio
of the coins hittling the
floor are fouced on
The screenshots are then
uploaded to illistrator for
digital manipulation, using
shape and form to represent
the waveforms in diffrent
ways
Once waveforms are changed
they are then sent to the
laser cutter where they are
raster engraved into medium
density
fiberboard (Mdf).
4. S
I
X
S
E
V
E
N
WORK
CITED
Waters, John K. Blobitecture: Waveform Architecture and Digital
Design. Gloucester, MA: Rockport Publishers, 2003.
Blobitecture shows the unique ways architecture and design can be
manipulated to create various shapes that are unlike the normal box
shape. In one of the images particle studies were done to understand
the traffic flow of transportation of a hub for pedestrians, using that
data the designer was able to understand which area of the station
had the most activity and at what times. This source is important be-
cause it gives examples of how technology is used to understand the
real world both through research and artistic expression. The use of
different programs and tools to generate data that can be influenced
by what you are trying to create is at the forefront of this article and
provides various ways this possible.
I found that analytical research can go much farther in the art and
design world than I thought possible. Understanding how to take
that research and apply it to what you’re working on through dif-
ferent techniques and examples to help shape my idea into a visual
piece. A rendered building or design represented in an isolated
environment to show how it will look or function in these specific
settings, to understand how it might look in the real world. Experi-
menting with form, color, shape, and line to express your ideas.
Weidenbaum, Marc.“The Waveform: The Shape of Sound.” Disqui-
et. September 23, 2011. Accessed February 28, 2019. https://disquiet.
com/2011/09/23/rob-walker-waveform-designobserver/.
This article talks about the use of the waveforms as a graphic icon
and its increasing influence on becoming a graphic visualization to
represent audio. Marc Weidenbaum talks about the rising interest
into studying data visualization and the ideas of how we draw and
see sound in the physical world when he talks about its presence “the
rise of the waveform can be gauged by the fact that it has inspired
some to de-digitize it into the physical world.” The article brings up
some of its already known uses in the real world, like as a logo for an
audio or music company or as an icon so connecting visuals to the
audio as well. But he also lays out some ideas for its future implica-
tions and how we might take this idea of visualizing and represent-
ing things that aren’t commonly seen to life.
This idea that Marc brings up is what drew lots of my inspiration on
my 9 editions and speak directly to some of the ideas and thoughts I
had about exploring audio for my project. This article was important
because it helped clarify my thinking and move my project forward.
It made me aware of the beautiful ability art has in exploring new
ways of thinking and bringing concepts together.
Understanding Waveforms.” SWPhonetics. March 30, 2014. Ac-
cessed March 12, 2019. https://swphonetics.com/praat/tutorials/
understanding-waveforms/.
Understanding waveforms break down the way in which we read
audio so we can understand the pitch, tone, and volume of an audio
file when editing or manipulating the file. The site breaks down the
different variables that are needed to make up a waveform and read
it properly. This can allow from the person viewing the file what
audio may have been recorded in the waveform
And in some cases how it was recorded. This source helped inform
some of my decision makings when taking the original audio file in
finding the best way to represent them in an artistic way by under-
standing what defines them and allows us to operate on from anoth-
er. The 5 different factors that create a waveform are the basis of the
article breaking each down to explain each aspect of them and what
they contribute to the entire form using the same waveform diagram
to help understand each aspect described.
Reading this article exposed me to the different definitions and
names that are involved in understanding audio and how they all
work together to influence a single waveform. It is interesting to see
how much overlap each waveform has and looking closer, how differ-
ent each part of a waveform can look when zoomed into a couple of
milliseconds of it. Not only has it helped influence my work but also
my overall knowledge of sound.
Linowes, Jarrett.“The Basics of Laser Engraving – Raster and Vec-
tor.” Omnia MFG. June 26, 2018. Accessed March 8, 2019.
https://www.omniamfg.com/mechanical/2018/6/25/the-basics-of-
laser-engraving-raster-and-vector.
Basics over laser engraving breaks down 2 of the 3 basics process a
laser cutter can do and how you can apply them to get the desired
look onto your material. “Laser engraving is the process of using high
powered lasers to melt or vaporize the base material of the work-
piece to create a shallow groove.” This article goes in depth in the 2
different types of engraving, how they are different, the advantages
and disadvantages of each and what is needed to achieve each one.
Although they are both engraving processes it can be very easy to
confuse the 2 and not setup up your file the right way to get the look
you want. although I have had some experience in the past
I felt it was a good idea to brush up on my laser cutting knowledge
as I usually had to fail first in order to get the cut I desired, and with
little material and time, I wanted to get it right the first time. So
this article taught me more information on laser cutting and also
reminded me of some of the basics I had already learned which were
beneficial for this project and future ones.
FINAL
The final process created 9 diffrent editions representing audio wave forms
in a graphically artisitc style, allowing the veiwer to activate multiple senses
as part of the experince of understanding audio in a tactile and analog way.
5. E
I
G
H
T
Lefteri, Chris. Making it: Manufacturing techniques for product
design. Laurence King, 2007.
This book provides insight into mass production techniques mainly
for designs. It more specifically uses contemporary models of design
to explain the different process and materials that can be used to
make an object or product. “Making it” explains what materials are
best used where and the properties that make a specific material
what it is. In one section the book breaks down how a type of process
called “Ceramic Injection Modeling” is done and the tools needed
to do it by using the example of the Apple watch as an object that
used this process. I used this book to help with my decision making
on the material I would use for the laser cutter. Although the laser
cutter itself has a limited range of materials that are safe for it to
cut I wanted to learn more about the variety I could to choose from
and how might some of the outcomes might look like before actually
doing my cutting.
In my research of the book, I gained a better understanding of the
resources out there for me to use for future projects and how many
materials can work together to create art pieces. What was most
beneficial was how material properties related to which creating
process could be used on them learning what process is safe, more
efficient and better than others.