Introduction | Technology Overview | Interactive Audio | Interactive Video |

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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