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The
COLLIDE Project...
Interactive
Audio
The audio processes that the glove controls include various types of synthesis,
as well as granular sampling, convolution, and other DSP algorithms. Audio
“fodder” for some of these processes were derived from recordings
of various types of collisions, both obvious and not so obvious.
The glove controls different audio parameters, depending on the “scene”
of the piece. As mentioned in the overview of the Glove Project, my glove
controller pieces typically comprise a set of scenes, each of which represents
a specific set of sensor-to-parameter mappings. These mappings—like
theatrical décor—thus change from scene to scene. But they
can also change within a scene, by interaction of the left hand with the
infrared device. In this way, what we might call the “sinister”
element of the system (left hand = manus sinister) can modify
the feeling of a scene, changing the glove behavior controlled by the
dextrous element (right hand = manus dexter).
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