Kids in (Sound)
Space: Technology
introduction
-- technology -- process and performance --
future work
The
primary technology used in "Kids in (Sound) Space" is the Pongserver,
a new application being developed at the CMC. The Pongserver presents
the performers with a graphical interface that represents a rectangular
playing field filled with balls and paddles. The balls roll around
the field bouncing off of the walls and paddles and more-or-less
obeying the laws of physics. The paddles can be used to guide the
balls into certain parts of the field, or to build structures or
pathways on the field that will constrain the balls' movements.
As
a ball moves around the field its position is sent to a sound-producing
program. This second program, called a client, creates or plays
a prerecorded sound and uses the ball's positional data to change
the features of that sound. For example, the client program might
produce a simple whistling sound. As the ball moves across the field
from left to right the client might move the location of the whistling
sound from the left speaker to the right speaker. As the ball moves
from the bottom of the field to the top the client might sweep the
pitch of the whistling sound from low to high.

The
mapping of a ball's position to a sound's features is not fixed.
Performers can set up and experiment with many different mappings
as they attempt to create and refine various types of sonic environments.
A
number of physical interfaces are used to enable the performers
to control the balls and paddles in the playing field. These include
joysticks, the computer mouse and a set of custom-built wireless
accelerometers, which allow performers to control the computer by
changing the positions of their hands. Other custom interfaces are
being developed to encourage performers to use a variety of physical
movements and gestures to control the action on the screen.
In
addition to clients that make and control sounds, there are a number
of clients that draw on the screen. These graphical clients use
the same control data as the sound-producing clients. So, for instance,
as a performer moves a ball across the screen from left to right,
one client might use that information to move a sound from left
to right, while another might use the same information to increase
the diameter of a circle. Because the control data being generated
by the performers is abstract (it's simply a position in two-dimensional
space) it can be mapped onto the parameters of many different sorts
of objects. There's nothing that says that moving a ball from left
to right has to map onto the spacial location of a sound; it could
just as easily map onto the intensity of a light or the pitch of
a voice.

This
idea of mapping abstract, and in many ways arbitrary, information
and actions from one domain to another is of tremendous importance,
not only for the creation of contemporary music, but also for the
process of working with contemporary technology in general. There
is nothing inherent in the act of "double-clicking" an icon that
means "open this file". As anyone who works with computers knows,
the meaning of an action changes depending on the object that is
being acted upon. Double-clicking on a file icon might mean "open
this file", but double clicking on another icon might mean "empty
the trash." Meanwhile, in real life double clicking on your watch
button might mean "wake me up at 8:30!" Learning to thrive in this
sort of abstract, open-ended technological environment is what "Kids
in (Sound) Space" is all about.
introduction
-- technology -- process and performance --
future work
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