Spatial Sound Exploration

Exploring spatial soundscapes with body location.

This prototype is a proof of concept for location-based sound exploration.

Each participant/VIVE tracker has a sound attached, this sound follows the participant inside the room. If the participant moves to a corner the sound becomes more audible in that specific corner. This video shows a proof of concept in a small room, the same concept can be applied in any room size, or even in large venues.
Follow the video’s link for a full description.

Tangible Sequencer

Music Sequencers always pleased me, and I have been around this topic for a while
This time I have developed what I ended calling a Tangible Sequencer.
It enables physical interaction with the music, and also the possibility of multiple users. You might want to check the in-depth walkthrough.

Pepper's Ghost Walkthrough

An experiment using transparent reflective film, that enables nice holographic illusions, also knows as Pepper’s Ghost. Enable captions for english subtitles.

Brain, wider than the Sky

Brain, Wider than the Sky

Fundação Calouste Gulbenkian

Rui Oliveira

Project leader, Interaction design, Software development
Neuron Sculpture detection and interaction
André Almeida

Rigging, Electronics, Setup
David Palma

Neuron Sculpture project leader
Neuron Sculpture vision, concept, sculpture
Eric da Costa

Interactive applications art direction
3D Models, UI design, Brain Orchestra Sound design
Neuron Sculpture Sound design
Filipe Barbosa

Time to Action Author Software development, Project Advisor
Gonçalo Lopes (NeuroGears)

Light equipment design and assembly, Neuron sculpture interactive sound software
Brain orchestra software developer
Guilherme Martins

Neuron Sculpture fibreglass
Neuron Sculpture assembly
João Ribeiro

NeuroGears, Neuron Sculpture detection software
Project Advisor
João Frazão

Neuron Sculpture fiberglass
Neuron Sculpture assembly
José Pedro Sousa

Interactive applications Software developer
Ricardo Imperial

Neuron Sculpture software development
Neuron Sculpture light/electronics development
Interactive applications software development
Tarquínio Mota

Leonel Caldeira

Project full disclosure:

Toppi, the Sweet Artist

End Customer
Nestlé Portugal

J. Walter Thompson Lisboa

J. Walter Thompson Lisboa

Artica Creative Computing

Robot Concept and Extruder Design
Eric da Costa

Eric da Costa
José Pedro Noronha
João Ribeiro
André Almeida
Guilherme Martins

Software Development
André Almeida
Tarquínio Mota
Ricardo Imperial

Tarquínio Mota
André Almeida
Guilherme Martins

Interaction Design
Nuno Lourenço
André Almeida

Sound, Motion Graphics, Robot animations
Filipe Barbosa
Nuno Lourenço

Project full disclosure:

Procedural Florest

At Aura Festival this year we participated with an interactive installation called “Procedural Forest”.

At first, we wanted to bring natural elements to the participants, just because when we think in Sintra, all that comes to our minds is its beautiful forests and woods. We wanted also that visitors could easily engage and interact with the installation, to allow every single person to make a difference, and to see its action being reflected on the installation.

Our ‘Assisted Performer’ was a great candidate, because it allows visitors to interact with “anything” using their mobile devices, without having to install any dedicated App. Visitors only need to connect to our Wifi network and open a browser and a GUI will pop.

In this case, a coloured tree would pop on the installation and the user would have to interact with a slider and two buttons. The slider positioned the depth of the tree, the upper button would skip to another tree and the lower button would populate this tree. After this step, another tree would pop and so on. One could identify itself by the tree colour, that corresponded to the colour being displayed in the app.

We ended up using Unity3D which is our election tool for real-time interactive installations because of its optimized streamline and easy integration with our platforms. This video shows a brief stress test to see how much FPS we could have with a maximum of trees being generated.

It was an honour for us to have our installation at MUSA, Sintra’s Art Museum. This museum is the entrance of the festival and the first spot on the road map. It’s always a great experience to see people interacting with our creations!

Concept: Artica

Art Direction: Guilherme Martins, Filipe Barbosa
3D Modeling: Filipe Barbosa
Unity3D Visual Design: Filipe Barbosa
Unity3D Software Development: Ricardo Imperial
Assisted Performer Software: Filipe Cruz

© 2024, Guilherme Martins