fri 27th june
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brainstorming: team talking about stuff and the idea about the fan solidifies
sat 28th june
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we sorted out the system and decided upon schedule-materials-resources-software
sun 29th june
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rain falling and watching the game with lucas and alex… and then walking over the brooklyn bridge and eating mexican food!
mon 30th june
without lucas, we girls worked on max patch and started cutting wood for the frame of the wind chime!
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behavioral approach to wind chime/ a question mark on the fan » will it confuse the users? alternatives: use of motors to imply wind (to draw a curtain, to move candell sculptures?)
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what is the feeling/message I would like to convey?
Hello Artemis and friends This is Reid. I found something on a blog that may be of interest to your project, if you already know of it or are using it please excuse this message! Its a program called junXion that was created by STEIM.
“junXion v3 is a Mac OSX data routing application that can process any Human Interface Device (joysticks, mice, touchscreens) and MIDI device data using conditional processing and remapping, with MIDI events as its output”
I found it on this blog which has general instructions on how to use it. I would have emailed it but I could not find any of your email addresses!
THANX REID!
tue 1st july
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built the wiind chime frame of wood!
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where should we place the final installation? what does it signify near the entrance and what in a remote area?
wed 2nd july
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tried pair the 5 wii remotes with osculator » just got the addresses out of it as it takes up to four wiimotes
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got them to work according to their distinct address through an object we found inside the aka.wiimote named p_device_address
thu 3rd july
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lets get a fully working Max/MSP patch today » we did!
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We also did some user testing, the first video example here:
fri 4th july
options: – how can we control the envelope of a sound sample in Max/MSP – Absynth?
- how can we recreate the course of the overtones produced by the metal tubes, which moves from inharmonic to harmonic? » we experimented with using morphing waves for the main oscillator in Absynth. The idea was to have the waves start in an inharmonic form and then over 2 seconds morph into a harmonic wave. A LFO (low frequency oscillator) was used to control the morphing. While this produced the desired results, the wave morphing was not retriggered by playing a note. Ideally every time we hit a note the wave would start in the full inharmonic form and morph into the harmonic sine wave. What occurred is that every 2 seconds the wave morphs from inharmonic to harmonic, back to inharmonic, and repeats, independent of when the note is triggered. If a note was triggered at the 2 seconds mark in Absynth, the note actually goes from harmonic to inharmonic which is not the desired result. It turns out that the morphing waves are great for recording one single note, but not for live performance which is what we are trying to achieve. (still testing)
- we examined the possibility of creating a vst~ object in Max/MSP. Absynth is loaded into Max/MSP as a VST plugin. MIDI signals can then easily be sent from max to Absynth, allowing for the live creation of notes. This test was successful! We are now working on creating the vst~ patch and replacing the recorded sound samples inside of our prototype patch.
- Benedetta is talking to herself, and to her imaginary friend Max, trying to smooth out the attack and the decay (the entrance and the exit) of the sound by averaging the acceleration. She is doing that because when the wii-motes are struck hard and the acceleration increases drastically, the volume goes up so high that the sound is clipped, causing digital distortion. There are different averaging formulas, simple average, weighted average, moving average, moving weighted average and she is experimenting with which one will give the smoother values while still keeping the wii remotes sensitive and reactive to the gestures of visitors. Here are one patch with 2 example of averaging and the patch that graphs out the original X acceleration value before and after being averaged. It is a step closer to smoother values and better sound:
- we managed to get the vst~ object in max to work with Absynth, in order to send MIDIEVENTS to Absynth, and also to control the parameters of the sound from Max/MSP, such as the Attack, Decay, Sustain, Release (and 16 more!) » aim: create a max patch that manipulates events in Absynth!




