[Overview]
[Pure Audio Sound Sculpture]
[How Does It Work?]
[Sound Design]
[mobilesound.org]



Locale S3 :: How Does It Work?


A sound installation by Michelle Jaffé, Phil Edelstein and David Reeder.

Presented via Harvestworks New Works Artist Residencies 2023.




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01: What equipment is required?
(photos)
Visitors are given a special headset that contains an Ultra-wideband tag (UWB). Each headset is paired with an iPhone that communicates with the headset via Bluetooth.

Headsets and iPhones are hung near the room entrance for easy handout and return. The headset rack also includes infrastructure to manage power.

The headsets communicate with UWB antennas, mounted throughout the installation space, which collectively define the shape and dimentions of the room. These are calibrated once and used throughout the installation.

Locale S3 does not require WiFi to operate, though additional features are available from NousSonic that leverage WiFi.



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02: How are the antennas configured?
(photos)
Antennas are distributed throughout the room to provide redundant coverage of the floorplan. After measuring the space, each antenna is programmed with its location.

Antennas are passive. The active headset queries the antennas and computes its location in the room, then relays its position to an iPhone app which determines the playback mix of sounds and audio processing for a given location.



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03: How are sounds mapped to the physical space?
The NousSonic system has a frontend and a backend. The frontend is the headset/iPhone interface which allows the visitor hear audio objects encountered by moving through the physical space. The backend consists of a Content Management System (CMS) that coordinates with an iPhone app to visualize and edit assets managed by the CMS.

In the general case, audio assets are uploaded to CMS then edited with the app to define their position and playback characteristics. The results are captured by a set of JSON files which enable the frontend to make decisions based upon visitor location. The backend provides logic for defining the shape and size of audio objects, playback mix parameters, as well as a number of "meta functions," including the option to change the location of audio objects in real-time.


The following JSON files provide one example of a scene definition, programming the location of audio objects in the physical space.
Sometimes it is simpler or more efficient to edit complex configurations programmatically, rather than using the UI. For example, the following script uses "jq" to move a set of audio objects in the virtual space defined by a scene:


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04: What is a portal?
A portal is a location in the physical space that, when encountered by the visitor, sends an instruction to the NousSonic system to reprogram the location of audio objects in the room. In this way, we can have multiple sound sculptures that share the same physical space, each selected in turn by the visitor.


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05: What is the Homeroom?
(photos)
The Homeroom is a neutral starting point for the visitor experience of Locale S3. The Homeroom contains portals, which provide a physical directory of options, that trigger the NousSonic system to switch between different sound sculptures in the physical space.

We use portals in the Homeroom to simplify the means by which visitors can engage the sound sculptures of each artist. The Homeroom is distinct from the individual sound sculptures to clarify when each sound scupture begins and ends. This also gives the visitor agency to discover or return to each sound sculpture.

Indexing strategies like this are frequently used for interactive works built in the medium of virtual or augmented reality.



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06: Who is NousSonic?
To learn more about NousSonic, please see their website:
Among other things, NousSonic provides a best-of-class solution for professional art galleries that wish to associate audio or video content with art objects located in any physical space.

Locale S3 pushes this system to its limits by focusing first on audio objects in the absence of physical objects, enabling the creation of pure audio sound sculptures.




[Overview]
[Pure Audio Sound Sculpture]
[How Does It Work?]
[Sound Design]


[mobilesound.org]

Copyright © 2023 by David Reeder