The urban musical game (original) (raw)
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In the project Sonic City, we have developed a system that enables users to create electronic music in real time by walking through and interacting with the urban environment. We explore the use of public space and everyday behaviours for creative purposes, in particular the city as an interface and mobility as an interaction model for electronic music making. A multi-disciplinary design process resulted in the implementation of a wearable, context-aware prototype. The system produces music by retrieving information about context and user action and mapping it to real-time processing of urban sounds. Potentials, constraints, and implications of this type of music creation are discussed.
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The distinctive features of interactive sound installations in public space are considered, with special attention to the rich, if undoubtedly difficult, environments in which they exist. It is argued that such environments, and the social contexts that they imply, are among the most valuable features of these works for the approach that we have adopted to creation as research practice. The discussion is articulated through case studies drawn from two of our installations, Recycled Soundscapes and Skyhooks (2006). Implications for the broader design of new musical instruments are presented.
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This article delineates the process of developing the project "Urbanimals" - an interactive installation designed and realised in Bristol, UK, in 2015. As the case study research, it draws attention to the difficulties in designing interactive structures in urban spaces - from an architects' idea to a construction stage. There are four areas that are being investigated: (1) Modelling interactions, (2) Negotiating locations and logistics, (3) Developing hardware and (4) Performing the on-site observations. The project draws from the idea of Smart City (SC) as the concept of the urban environment with a certain level of responsiveness through implementing a technology-driven matter that expands city offer perceivable, but gentle and not hindering way. It highlights the possible applications of projection technology and the utilisation of the 3D modelling software which provides complex tools for creating animations, movements and interactions with future users. The article gives clues how to design more engaging interactions and how to deal with implementing them in public realm.