frey // damian stewart - contemporary art - sculpture, performance, sound, light, interactivity, software, technology

frey // damian stewart

contemporary art

artworks by Damian Stewart and collaborators
sculpture, performance, sound, light, interactivity, software, technology; crossing media, exploring phenomena.

damian[at]frey[dot]co[dot]nz
twitter @damiannz

Wind is an installation which creates sound fields in response to the visual environment.

A video camera feeds images to a computer, where custom software interprets the images as sound. The result is a live, environmentally responsive sound installation.

Wind has been presented in 2008 at O Espaço do Tempo, Montemor-o-Novo, Portugal and in 2009 at the 6th aDA Symposium, Wellington, New Zealand.

Full description

Wind feeds an unmediated image of a natural phenomenon through a perceptual lens that alters the audience's experience of that natural phenomenon. This perceptual lens is constructed using technology, but the piece itself is not about the interaction between the natural environment and technology; rather, it simply uses technology to focus the viewer's attention upon the beauty that is present. By using technology as a filter on perceptual experience, the audience is brought into a heightened state of awareness that is tuned to one particular aspect of their environment.

The piece is built around a live-captured visual representation of vegetation—tall grass, or leaves on a tree or several trees—moving in the wind. A consumer level DV camera is mounted on a simple tripod and placed in front of a piece of such vegetation, and the resulting visual representation is fed into a laptop computer, operating a custom software tool, that is installed on a plinth, a high stool, or a small table near to the camera. Treating the video input as a pure data stream, the software tool extracts movement as differences between successive frames of data, rendering its processing to the computer screen as a series of six small video images, representing different parts of the processing algorithm. The resulting data, compiled into a compact structure that is freshly built for every incoming frame, is continuously transferred as a matrix of floating-point numbers to an audio synthesis engine running under Pure Data, where it is applied to an array of oscillators tuned to a pentatonic scale. The resulting audio is sent out to an amplifier and, finally, to a stereo pair of speakers, embedded within the visual source itself: if the source is tall grass, the speakers are placed in the grass, their forms not visible above the tops of the stems; if the the source is leaves on trees, the speakers are placed within the trees themselves.

The core of the process is the software tool. Starting from the premise that the human visual and aural perceptual systems are more acute pattern-recognition engines than a computer ever will be, the main processing algorithm has been crafted to preserve as much of the richness of the original data stream as possible. It performs the absolute minimum amount of interpretation necessary to shift the data stream from the visual realm to the audio realm, thereby creating sound that represents a visual phenomenon in an aural way with as little interference as possible.

The overall result is the following. You, the viewer, see some tall grass moving in the wind; seemingly connected to it, you hear what sounds like a digital wind chime, but it is more than this, somehow; it seems to be related to what the wind looks like when it blows across the grass, rather than just to the wind itself. Intrigued, you step over toward the blatantly technical installation of video camera and laptop computer in front, to try and figure out what is going on, to see if you can 'understand the work.' Examining the computer and the video camera you find the process laid out bare in front of you: here's the input, here's the processing, here's the output. Armed with this understanding, you begin to pay more attention to the connection between what your eyes are seeing from the real world—the input—and what your ears are hearing in the real world—the output. And at this final stage, you find yourself experiencing nothing but the phenomena themselves.

An open-source (GPL v3) project, made with openFrameworks and Pure Data, with production completed during a New Interfaces for Performance residency.

openFrameworks logo   pd logo   nip logo

In Valentino Braitenburg's Vehicles: Experiments in Synthetic a series of vehicles are proposed, each more complex than the next.

Untitled (Luciolinae) sits at the border of a complex system, a spy-hole that invites perceptions of life through motion in light and sound. The system it reveals literally pulses and hums with light, thousands of tiny beings living out digital lives. None of the beings are individually perceivable but the overall sense of life is.

more at http://ll.frey.co.nz

Amsterdam Metropol 2040 is an interactive data visualisation projected on a 6m wide relief map table, showing projected traffic and public transport usage for Amsterdam in the year 2040.

The visualisation is projected from overhead on to a 6m diameter circular relief map table. Visitors to the installation can interact with the visualisation using 9 iPod devices installed around the table. Currently on display at Amsterdam RAI.

Working with Zachary Lieberman and Joel Gethin Lewis from YesYesNo and musician Daito Manabe, I designed lighting patterns and wrote software to control over 1000 architectural lighting fixtures installed on the facade of the new Ars Electronica museum.

Lights On! consisted of both performance and a permanent installation components. The performance, featuring light patterns synchronised to music especially composed for the piece by Daito Manabe, premiered just before midnight on New Year's Eve, and was repeated for the Ars Electronica Museum opening celebrations on Jan 2 and 3. The installation component features a simulated planetary system honouring the scientist and astronomer Johannes Kepler, and will run throughout 2009.

Made with openFrameworks.

links:

  • YesYesNo: http://yesyesno.com
  • Daito Manabe: http://daito.ws
  • openFrameworks: http://openframeworks.cc

Waves to Waves to Waves visualises and sonifies ambient electromagnetic energy.

Human-generated electromagnetic waves are traveling over, around and through us all the time. Wifi, cellphones, radio, and television broadcast all create electromagnetic fields that are 'loud' compared to the natural background, but imperceptible to the human senses. This invisible world is alive with activity that directly reflects our growing relationship to and dependence on, technology.

With specialized devices sensitive to changes in electromagnetic fields, detected changes are converted into electrical signals and a unique landscape of sound and structure is slowly uncovered. Snarling wires pulsate and grow in wild masses, cellular-like forms explode as bit torrents download files, and subtle reeds dance and dangle as cellular phone signals cross the room.

Exhibited

2.09: Vida 11.0, Matadero, Madrid, Spain
1.08: Medialab-Prado, Madrid, Spain

Credits

Damian Stewart
Chris Sugrue
Servando Barreiro
Carla Capeto
Mariana Caranza
María José Alós Esperón
Sergio Manuel Galán Nieto

Thanks to!

Daniel Canogar
Fabi and the Matadero Crew
Medialab Prado
Hans-Christoph Steiner
Francisco López
La Casa De Velázquez

Sounds Like Light, Lights Like Sound is an interactive immersive installation. It converts any space into a playful environment for the exploration of sound and light. With little prompting, visitors to the space find themselves dancing, moving, and ’spazzing out’ (as some said in February 2007), as their motion becomes intuitively connected to the sound they are hearing and the light they are seeing. The artwork presents an individual experience for each individual, operating a collaborative relationship between artist, technology and participant.

Winner of Best Visual Arts in the Wellington Fringe Festival 2007, Sounds Like Light, Lights Like Sound uses computer vision technology, open source software including PureData and OpenCV, and hand-built LED lighting controlled through a Wiring or Arduino board, to transport you to a world where your movements create subtle shifting patterns of sound and light. It responds to your movements, and it is sensitive enough in its responses that it enables a space to be played, intuitively, like a musical instrument.

Physically, an interior space, access to which is physically and psychologically disconnected from ordinary reality by way of neglected service entrances, utilitarian maintenance corridors, and finally darkness, is augmented with sensory technology and light and audio producing equipment, so that within it, additional spatial dimensions take form through light and sound.

Having passed through the neglected service entry and utilitarian maintenance corridors that make up the entrance, upon arriving to the actual space of the artwork, the visitor is immediately aware they have entered somewhere where the normal rules of vision and hearing do not apply. The slightest movement within the space causes audible changes (changes to the synthesized soundscape) and visible changes (dramatic changes in the colour and intensity of the lighting of the space). Audiences soon discover that the rules underlying the relationships between their movement and these aural and visual changes can only be learnt by experimentation and play.

Furthermore, the system is sufficiently sensitive, and the movement -- sound -- light mappings are sufficiently intuitive, that visitors to the installation find themselves able to perform the space as if it were a musical instrument after just a few minutes of experimentation. The physical isolation of the darkened space frees visitors from any social pressure, any sense that they are being watched, and so they feel able to act in as free a way as they wish.

(Late on a Saturday evening in early November 2007, an altered version of Sounds Like Light, Lights Like Sound was briefly installed on Rua da Rosa, Bairro Alto, Lisboa, Portugal. In this context the piece acted as an audiovisual augmentation to the homeward journeys of people out on the town in Lisbon, briefly lighting up the street and creating a small soundscape whenever a member of the public walked underneath it.)