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Sympli̱

voice

body

body

 

 Ro̱matikó

 Denis Kolokol

 Teresa Sanchez

 Alexandra Caunes


Sympli̱ Ro̱matikó
(from Greek συμπληρωματικότητα – complementarity)

Can a human voice be mapped to an abstract physical object with a shape, mass and behavior in a world with gravity? Can it be detached from its owner's personality and become an object to play with in imaginary universe? Can a body attract those voiced object and direct them in space?

Dancer's body is tracked, allowing a performer to set them on their own trajectories in space – they slip by, propagate across and eventually collide. In this way sounds transform into furiously moving masses of matter.


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1 2 3 4 5 6 7 8 9 10 11 project team testing 14 15


Technology

control panel
Software and hardware
A dancer's body is tracked by Microsoft Kinect – a “three-eyed” camera sensor for a game station Xbox 360. Instead of a game station Kinect is connected to the computer via USB. A small free program OSCeleton catches the output of the device and sends it to the specified address and port via Open Sound Control protocol (OSC).
This output is a simple list of a skeleton joints in a 3-d Cartesian coordinate system (X Y Z).

The core functionality is written in SuperCollider (SC) and consists of 3 different sub-modules (this division is nominal as it is just a big SC script):

  • Translator - OSC responder and translator of the coordinates of each joint from Cartesian into Radians. Only X (width) and Z (depth) are being translated, while Y remains as it is (height). In this project only a head, hands and feet of a dancer are being tracked.
  • Sound subsystem - a buffer for recording sounds and few synths performing granular synthesis. Each of the synths (including Audio through) can send output to any number of channels be it 4 or 10. The sound positioning system is realized using BEASTmulch, an SC extension for multichannel systems. Before starting the system in a new audio setup one must define angles of the speakers relatively to a dancer in the center of a setup. At the moment of writing this paper the system works with circle setup only (dome is in progress).
  • World - a virtual world with determined limits and forces (gravity and wind). This is based on a Fredrik Olofsson's brilliant library redUniverse that can be found in the list of SC Quarks (kind of add-ons).

    Source code (no support, sorry)
    Requirements: Mac OS X 10.5 +, OSCeleton (doesn't work on Mac OS X 10.4!), Super Collider 3.2 +, redUniverse quark

    Sound transformation
    The material can be any sound-stream (mono) routed into the specified bus inside SC. It can be input channel of audio interface or a pre-recorded sample being played back.

    Recorded sounds are placed into the internal buffer. Once the recording is stopped, a sound appears as a virtual object in the World. All objects have certain mass and thus react differently to the World's gravity. An object's mass can vary from “light” (which appears to be quieter) to “heavy” (louder).

    There are few types of objects, that cut and slice recorded sounds in particular ways: from simple loops to complex granular algorithms.

    Objects are numbered, any of them can be deleted at any moment. There is a limit of 10 objects at a time: if 11th object is created, the oldest one is deleted. This limit was defined for the simplicity of control, but the experience show that ten is more than enough to create a violent mass of sounds.

    Body as a controller
    Each hand is represented by a virtual object in the World, that are hundred times heavier than objects that sound. Therefore hands are the attractors: their mass create gravitational pull to the sound-objects.

    Each virtual object's position is described by angle relative to the World's center and distance from the center (translated from X and Y), as well as elevation (Y). Thus movements of dancer's hands constantly affect positions of all sound-objects in an aural field.

    Aural field is an imaginary space inside a circle of speakers. The word “field” refers to the use of techniques, that specify loudness, amount of reverberation and LF filtering depending on each synth's position. This brings an experience of “being surrounded by sounds” as well as a sense of how “far” or “close” sound source is. It's a bit like standing in a center of a field, listening to the sounds from all sides and making a conclusion, where each sound came from.

    In other words, a dancer doesn't control, where precisely a sound-object appears in the World, but rather affects its behavior. Sounds are kind of “being guided” by hands, which creates dramatic effects such as “throwing” sounds around, “smashing” them, “holding” them in hands and other pretty visceral tricks.

    A dancer's head specifies the vector of gravity, thus also affecting the movement of the sound-objects.

    There are also 2 FM-synths whose parameters are controlled by a dancer's feet: they position them in audio field as well as define amplification (the higher the foot the louder the signal).

    Limitations
    Space
    There is a certain degree of freedom for a dancer, which is described in Kinect operation manual. One can expect a clean and stable signal while a performer stays inside imaginary square 3x3m on the distance 2m from the sensor.

    Light
    In order for cameras to catch movements smoothly light should be neither dim, nor blind. Extremely colored stage lights create noise for camera, and the movements appear discrete.

    Number of speakers
    The best effect is achieved in surround sound. 4 speakers work well, but 8 is much better! The more speakers, the more articulated “trajectories” of sounds become. Speakers also should be powerful enough to take into consideration the position of the audience (see below).

    Dancers
    Current version of the system allows only 1 dancer at the stage. Well, there can be as many dancers as one wishes, but only the last calibrated body is tracked.

    Audience
    The best place for the audience is inside the circle of speakers, but outside the operational square of a dancer. Audience is encouraged to move around, but not to cross the space between the sensor and performer.

    Technically it is also possible to perform the piece in a standard concert hall with seats and stage, which is safer for data transmission. But this seriously affects the “physicality” of sound-objects.

    Tech-rider
  • 4 to 10 speakers (the louder, the better), ideally placed right above the heads of the audience (2-2.5m)
  • subwoofers (ideally 2)
  • cables for connecting audio interface outputs (quarter inch jack mono)
  • music stand
  • microphone stand
  • table for computer and sound interface