All posts filed under: Sound

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knot(e) by Matthieu Minguet – Sound and visual interface for iPhone (ECAL)

Created by Matthieu Minguet, knot (e) is a custom built device that offers a new way of using objects that we connect to our mobile devices. The prototypes, shown in the form ropes, harness themselves to revisit the new node as input data. As an extension of a conventional listening device, it allows the user to […]

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‘Sona’ by Ruslan Gaynutdinov – A game of sound networks (ECAL)

Created by Ruslan Gaynutdinov, the project investigates ways sound can be visualised and how the spectator can be immersed in simple sound based geometric compositions. Sona is an experimental game for the iPad inspired by the classic “Simon game”. The universe is composed of enigmatic sound paintings that the spectator must solve through simple interactions. The […]

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Zimoun: Volume – 294 prepared dc-motors, cork balls and cardboard boxes

Zimoun’s kinetic sound installations hardly need introduction. Ever since the immaculate documentation of his work first surfaced a couple of years ago, the Swiss artist’s elegant mass assemblies of mechanical dc-motors, wires, tubes and cardboard and the complex sound textures they generate have been subject of numerous international exhibitions and a lot more glowing reviews. […]

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‘Pyramid Cascades’ by Ostrario – Projection mapping meets BallDroppings

Created by Ostrario, “Pyramid Cascades” is a collection of 3D-objects made of polystyrene and paper, mounted on servo-motors build the projection surface for a beamer. Virtual 2D-pyramids are mapped on these real objects. Via a trackpad the user can interact with the installation. By moving the finger on the trackpad from left to right or vice […]

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Cube with Magic Ribbons by Simon Katan – oF and SuperCollider

The following clip is a preview Simon Katan’s new composition tool for live performance Cube with Magic Ribbons created using openFrameworks and SuperCollider. Simon describes the piece as partly drawing on the visual paradoxes of M.C.Escher but also being inspired by the impossible spaces found in the two dimensional graphics of early computer games such as Asteroids […]