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AVOL:
 Towards an Integrated Audiovisual Expression




ISEA
Istanbul, 14.9.2011


Nuno N. Correia
Aalto University, Media Lab Helsinki
Introduction

•  AVOL (AudioVisual Online) is an interactive
   audiovisual project for the Web,
•  by Portuguese new media artists Video Jack (Nuno N.
   Correia and André Carrilho).
•  It aims to allow for an integrated musical and visual
   expression, in a way that is playful to use and
   engaging to experience.
•  It was released in December 2007, and further
   developed until 2010.
•  Link: http://www.videojackstudios.com/avol/
Introduction

•  AVOL is one of the 4 projects chosen by the
   Portuguese Ministry of Culture for their net art portal.
•  It follows upon previous work by Video Jack, such as
   Heat Seeker (2006).
•  In previous Video Jack projects, the sound element
   was manipulated separately from the visual element.
•  In AVOL, Video Jack aimed to integrate the two
   elements – audio and image – under the same
   application and the same interface.
Introduction – Presentations

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

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

•  These additional media elements are meant to
   provide complementary ways for users to experience
   the project, and also to understand its possibilities.

•  http://www.videojackstudios.com/projects/avol/
Introduction – Contextualization

•  AVOL can be contextualized with other works that
   have explored integrated audiovisual expression.

•  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).

•  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).
Introduction – Contextualization

•  Golan Levin is one of the artists that have explored
   audiovisual creative expression, in works such as
   Audiovisual Environment Suite (AVES) (1998-2000),
   –  “an interactive software that allows for the creation and
      manipulation of simultaneous visuals and sound in real
      time” (Paul 2003, p. 133).

•  In 2006, Nintendo released Electroplankton, by artist
   Toshio Iwai,
   –  a series of aquatic worlds “filled with different species of
      plankton that can produce sound and light when you
      interact with them” (Davis 2006).
Design
Design – IAVOs

•  Visuals and music, together with the graphical user
   interface (GUI) that controls them, are grouped in 7
   IAVOs (Interactive AudioVisual Objects).

•  Each IAVO contains 4 audiovisual options (“sets”),
   allowing users to create diversified combinations of
   music and visuals.

•  The visuals consist of abstract concentric vector
   animations that are audio-reactive.

•  The reactivity to each sound is based on the scaling
   of the respective animation proportionally to the
   sound amplitude.
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 are rhythmical (bass drum, snare
   drum, hats and clicks) and the remaining three
   melodic (keyboard, guitar, strings).

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

•  They were composed with the purpose of being
   coherent and harmonious independently of the active
   combination of sounds.
Design – Graphics

•  Each of the 4 “sets” of animations has its color palette
   and type of shape.

•  There was an interpretative differentiation according
   to the nature of the corresponding sound.

•  Despite these nuances, the animations were designed
   to be harmoniously interchangeable.

•  The use of vector graphics ensures that the
   animations are scalable and react fluidly to sound.

•  The animations, although abstract, suggest natural
   shapes.
Design – Interaction

•  The four white petal-shaped buttons 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” buttons (stop, auto and solo),
   –  and a draggable “ring” encompassing the “petal” buttons,
   –  Incorporating minus and plus volume buttons.

•  The “petal” aesthetics of IAVO buttons is meant to be
   harmonious with the animations, which also resemble
   flowers.
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.
Evaluation
Evaluation – Initial Conclusions

•  The author considers that AVOL was successful in
   terms of playfulness and engagement, due to:

   –  the IAVO approach – entities composed of UI elements
      controlling sound and audio-reactive animations;

   –  the harmony, coherence and mutual agreement of the
      audiovisual content.
Evaluation – Initial Conclusions

•  However, the author detects several shortcomings in
   AVOL:
   –  a limited amount of sounds and animations to interact with;
   –  few audio manipulation options.

•  These shortcomings limit the versatility and
   expressiveness of AVOL.

•  A new project was released in 2010 to address these
   issues: AV Clash (http://www.avclash.com).
Evaluation – AV Clash

•  AV Clash connects to Freesound.org, retrieving nearly
   240 sounds from the online database.

•  It contains a larger number of animations (96).

•  Audio manipulation capabilities include audio effects
   ('echo' and 'filter') and sound trimming.

•  The sound character is substantially different.

•  But there are several similarities between both, mainly
   in terms of visuals and interaction design

•  The number of IAVOs in AV Clash was reduced to 4.
Evaluation – Questionnaire

•  In the first half of 2011, an online questionnaire was
   setup to evaluate AV Clash.

•  The questionnaire contained closed and open-ended
   questions, and was answered by 22 anonymous
   respondents.

•  It included questions comparing AV Clash with AVOL.
Evaluation

                 Did you spend more time
             interacting with AV Clash or with
                          AVOL?



                    1

             5                         AV Clash

                                       AVOL

                                       Approximately
                                       the same time
                             16
Evaluation

•  Why did you spend more time interacting with AV
   Clash than AVOL? [16 users; multiple choice question]

   –  73% [11]: larger amount of manipulation options;

   –  40% [6]: larger amount of content;

   –  47% [7]: other.
Evaluation

             Did you find the possibility of accessing more
               sounds and visuals in AV Clash appealing,
                         compared with AVOL?
     9

     8

     7

     6

     5

     4

     3

     2

     1

     0
            1-Not        2          3           4        5-Very
         appealing at                                   appealing
             all
Evaluation

              Comparing to AVOL, are the additional audio
              manipulation options in AV Clash interesting?
     9

     8

     7

     6

     5

     4

     3

     2

     1

     0
             1-Not        2          3          4         5-Very
         interesting at                                 interesting
               all
Evaluation

                Comparing the different sound and music
              approaches of AV Clash and AVOL, which one
               contributes to a more enjoyable experience?

     7

     6

     5

     4

     3

     2

     1

     0
         1-AVOL, much    2          3           4       5-AV Clash,
             more                                       much more
Evaluation

•  Why did you prefer the sound and music approach of
   AVOL? [7 users; open-ended question]

  –  synchronization of loops;

  –  curation of sounds;

  –  inclusion of percussive elements.
Evaluation

        Which is easier / more intuitive to use, AV
                     Clash or AVOL?




         6                             AV Clash
                              8

                                       AVOL


                                       They are on the
                                       same level regarding
                                       intuitiveness

               8
Evaluation

•  Why is AVOL easier to use? [8 users; open-ended
   question]

   –  6 users mention the simpler interface and fewer options.
Evaluation

             Which project gives you a higher
                  feeling of creativity?


                                       AV Clash

                  2

                                       AVOL

        5


                                       They both gave
                               13      me the same
                                       feeling of
                                       creativity
             2
                                       I didn't get any
                                       feeling of
                                       creativity from
                                       either
Evaluation

•  Why does AV Clash give you a higher feeling of
   creativity? [13 users; open-ended question]

   –  7 mention more manipulation options,

   –  1 mentions more variety in sound.
Evaluation

•  Why does AVOL give you a higher feeling of
   creativity? [2 users; open-ended question]

   –  One user mentions that the sounds "fit together nicely", and
      that switching between them created interesting results.
Evaluation

•  Why did you get the same / no feeling of creativity
   from either? [7 users; open-ended question]

   –  One user considers that both projects shape the sound and
      visuals too much to allow for his/her own creativity,

   –  and another mentions that the projects are "too structured". 
Conclusions
Conclusions

•  The results show that users value the additional
   content and functionalities of AV Clash.

•  These additions contribute to a greater engagement
   than its predecessor.

•  However, extra manipulation options and added
   content come at a cost in terms of usability.

•  Moreover, AVOL comes close to AV Clash in terms of
   sonic enjoyment.
Conclusions

•  Therefore, even though the majority of respondents
   favor AV Clash,

•  there seems to be a significant number of users who
   prefer a simpler project such as AVOL,

•  with fewer options and content,

•  but with curated and more harmonious sounds.

•  A possible future path could concentrate more on
   playfulness and intuitiveness, targeting these users.
Conclusions

•  Some of the users are dissatisfied with the creative
   and expressive potential of both projects,
   –  considering that they are "too structured" and shape the
      end result too much.

•  Further developments in this line of projects could
   address these limitations,
   –  expanding the manipulation options, content, and
      customization possibilities.
Conclusions

•  Personal views on the future of related projects:

•  In future developments, emphasis should be given to
   recording and sharing capabilities.
   –  Net art audiovisual projects should take advantage of their
      online presence to facilitate the recording and distribution
      of user-generated content, namely by leveraging social
      media.

•  Multi-touch mobile devices are attractive for future
   interactive audiovisual projects,
   –  since they allow for a more direct and flexible manipulation
      of visuals than a pointing device interface.
References

•  Davis, R., 2006. Electroplankton Review. GameSpot, January.
   http://www.gamespot.com/ds/puzzle/electroplankton/
   review.html, referenced 22/08/2011.

•  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 22/08/2011.

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

•  Youngblood, G., 1970. Expanded Cinema. P. Dutton & Co.,
   New York. http://www.vasulka.org/Kitchen/
   PDF_ExpandedCinema/ExpandedCinema.html, referenced
   22/08/2011.
Thank you!




Any questions?


www.nunocorreia.com
mail@nunocorreia.com

www.videojackstudios.com

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NCorreia, AVOL 2011-09-14

  • 1. AVOL: Towards an Integrated Audiovisual Expression ISEA Istanbul, 14.9.2011 Nuno N. Correia Aalto University, Media Lab Helsinki
  • 2. Introduction •  AVOL (AudioVisual Online) is an interactive audiovisual project for the Web, •  by Portuguese new media artists Video Jack (Nuno N. Correia and André Carrilho). •  It aims to allow for an integrated musical and visual expression, in a way that is playful to use and engaging to experience. •  It was released in December 2007, and further developed until 2010. •  Link: http://www.videojackstudios.com/avol/
  • 3. Introduction •  AVOL is one of the 4 projects chosen by the Portuguese Ministry of Culture for their net art portal. •  It follows upon previous work by Video Jack, such as Heat Seeker (2006). •  In previous Video Jack projects, the sound element was manipulated separately from the visual element. •  In AVOL, Video Jack aimed to integrate the two elements – audio and image – under the same application and the same interface.
  • 4. Introduction – Presentations •  In 2008, AVOL was presented as installation at the following festivals: –  Cartes Flux, Espoo; –  Re-New, Copenhagen; –  Create, London; –  Live Herring, Jyväskylä. •  And as performance (also in 2008) at these festivals: –  Abertura Festival, Lisbon; –  Electro-Mechanica Festival, St. Petersburg.
  • 5. Introduction – 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. •  These additional media elements are meant to provide complementary ways for users to experience the project, and also to understand its possibilities. •  http://www.videojackstudios.com/projects/avol/
  • 6. Introduction – Contextualization •  AVOL can be contextualized with other works that have explored integrated audiovisual expression. •  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). •  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).
  • 7. Introduction – Contextualization •  Golan Levin is one of the artists that have explored audiovisual creative expression, in works such as Audiovisual Environment Suite (AVES) (1998-2000), –  “an interactive software that allows for the creation and manipulation of simultaneous visuals and sound in real time” (Paul 2003, p. 133). •  In 2006, Nintendo released Electroplankton, by artist Toshio Iwai, –  a series of aquatic worlds “filled with different species of plankton that can produce sound and light when you interact with them” (Davis 2006).
  • 9. Design – IAVOs •  Visuals and music, together with the graphical user interface (GUI) that controls them, are grouped in 7 IAVOs (Interactive AudioVisual Objects). •  Each IAVO contains 4 audiovisual options (“sets”), allowing users to create diversified combinations of music and visuals. •  The visuals consist of abstract concentric vector animations that are audio-reactive. •  The reactivity to each sound is based on the scaling of the respective animation proportionally to the sound amplitude.
  • 10. 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 are rhythmical (bass drum, snare drum, hats and clicks) and the remaining three melodic (keyboard, guitar, strings). •  All loops have same tempo (120 bpm) and the same duration (16 seconds). •  They were composed with the purpose of being coherent and harmonious independently of the active combination of sounds.
  • 11. Design – Graphics •  Each of the 4 “sets” of animations has its color palette and type of shape. •  There was an interpretative differentiation according to the nature of the corresponding sound. •  Despite these nuances, the animations were designed to be harmoniously interchangeable. •  The use of vector graphics ensures that the animations are scalable and react fluidly to sound. •  The animations, although abstract, suggest natural shapes.
  • 12. Design – Interaction •  The four white petal-shaped buttons 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” buttons (stop, auto and solo), –  and a draggable “ring” encompassing the “petal” buttons, –  Incorporating minus and plus volume buttons. •  The “petal” aesthetics of IAVO buttons is meant to be harmonious with the animations, which also resemble flowers.
  • 14. 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.
  • 16. Evaluation – Initial Conclusions •  The author considers that AVOL was successful in terms of playfulness and engagement, due to: –  the IAVO approach – entities composed of UI elements controlling sound and audio-reactive animations; –  the harmony, coherence and mutual agreement of the audiovisual content.
  • 17. Evaluation – Initial Conclusions •  However, the author detects several shortcomings in AVOL: –  a limited amount of sounds and animations to interact with; –  few audio manipulation options. •  These shortcomings limit the versatility and expressiveness of AVOL. •  A new project was released in 2010 to address these issues: AV Clash (http://www.avclash.com).
  • 18. Evaluation – AV Clash •  AV Clash connects to Freesound.org, retrieving nearly 240 sounds from the online database. •  It contains a larger number of animations (96). •  Audio manipulation capabilities include audio effects ('echo' and 'filter') and sound trimming. •  The sound character is substantially different. •  But there are several similarities between both, mainly in terms of visuals and interaction design •  The number of IAVOs in AV Clash was reduced to 4.
  • 19. Evaluation – Questionnaire •  In the first half of 2011, an online questionnaire was setup to evaluate AV Clash. •  The questionnaire contained closed and open-ended questions, and was answered by 22 anonymous respondents. •  It included questions comparing AV Clash with AVOL.
  • 20. Evaluation Did you spend more time interacting with AV Clash or with AVOL? 1 5 AV Clash AVOL Approximately the same time 16
  • 21. Evaluation •  Why did you spend more time interacting with AV Clash than AVOL? [16 users; multiple choice question] –  73% [11]: larger amount of manipulation options; –  40% [6]: larger amount of content; –  47% [7]: other.
  • 22. Evaluation Did you find the possibility of accessing more sounds and visuals in AV Clash appealing, compared with AVOL? 9 8 7 6 5 4 3 2 1 0 1-Not 2 3 4 5-Very appealing at appealing all
  • 23. Evaluation Comparing to AVOL, are the additional audio manipulation options in AV Clash interesting? 9 8 7 6 5 4 3 2 1 0 1-Not 2 3 4 5-Very interesting at interesting all
  • 24. Evaluation Comparing the different sound and music approaches of AV Clash and AVOL, which one contributes to a more enjoyable experience? 7 6 5 4 3 2 1 0 1-AVOL, much 2 3 4 5-AV Clash, more much more
  • 25. Evaluation •  Why did you prefer the sound and music approach of AVOL? [7 users; open-ended question] –  synchronization of loops; –  curation of sounds; –  inclusion of percussive elements.
  • 26. Evaluation Which is easier / more intuitive to use, AV Clash or AVOL? 6 AV Clash 8 AVOL They are on the same level regarding intuitiveness 8
  • 27. Evaluation •  Why is AVOL easier to use? [8 users; open-ended question] –  6 users mention the simpler interface and fewer options.
  • 28. Evaluation Which project gives you a higher feeling of creativity? AV Clash 2 AVOL 5 They both gave 13 me the same feeling of creativity 2 I didn't get any feeling of creativity from either
  • 29. Evaluation •  Why does AV Clash give you a higher feeling of creativity? [13 users; open-ended question] –  7 mention more manipulation options, –  1 mentions more variety in sound.
  • 30. Evaluation •  Why does AVOL give you a higher feeling of creativity? [2 users; open-ended question] –  One user mentions that the sounds "fit together nicely", and that switching between them created interesting results.
  • 31. Evaluation •  Why did you get the same / no feeling of creativity from either? [7 users; open-ended question] –  One user considers that both projects shape the sound and visuals too much to allow for his/her own creativity, –  and another mentions that the projects are "too structured". 
  • 33. Conclusions •  The results show that users value the additional content and functionalities of AV Clash. •  These additions contribute to a greater engagement than its predecessor. •  However, extra manipulation options and added content come at a cost in terms of usability. •  Moreover, AVOL comes close to AV Clash in terms of sonic enjoyment.
  • 34. Conclusions •  Therefore, even though the majority of respondents favor AV Clash, •  there seems to be a significant number of users who prefer a simpler project such as AVOL, •  with fewer options and content, •  but with curated and more harmonious sounds. •  A possible future path could concentrate more on playfulness and intuitiveness, targeting these users.
  • 35. Conclusions •  Some of the users are dissatisfied with the creative and expressive potential of both projects, –  considering that they are "too structured" and shape the end result too much. •  Further developments in this line of projects could address these limitations, –  expanding the manipulation options, content, and customization possibilities.
  • 36. Conclusions •  Personal views on the future of related projects: •  In future developments, emphasis should be given to recording and sharing capabilities. –  Net art audiovisual projects should take advantage of their online presence to facilitate the recording and distribution of user-generated content, namely by leveraging social media. •  Multi-touch mobile devices are attractive for future interactive audiovisual projects, –  since they allow for a more direct and flexible manipulation of visuals than a pointing device interface.
  • 37. References •  Davis, R., 2006. Electroplankton Review. GameSpot, January. http://www.gamespot.com/ds/puzzle/electroplankton/ review.html, referenced 22/08/2011. •  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 22/08/2011. •  Paul, C., 2003. Digital Art. Thames & Hudson, London. •  Youngblood, G., 1970. Expanded Cinema. P. Dutton & Co., New York. http://www.vasulka.org/Kitchen/ PDF_ExpandedCinema/ExpandedCinema.html, referenced 22/08/2011.