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* design
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The
Sonic City prototype was developped in a multidisciplinary design
process involving perspectives from sociology, architecture, acoustic
engineering, ubiquitous computing, fashion design, and sound art.
Throughout the process, our focus was on enhanced urban experience and
artistic
expression embedded in everyday life: creating a sonic experience that
is both highly intimate and inextricable from nearby street events and
urban conditions. Descisions were implemented up to a certain
resolution, in an iterative process.
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* input
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Rather
than relying on a fixed infrastructure, such as sensors deployed
in the environment, we opted for an entirely wearable solution in order
to
support user mobility. To
determine interesting input parameters, we
re-examined characteristics of walking in the city and carried out some
limited ethnographic studies of specific sites and pedestrians paths [observations].
From these observations, characteristics of pedestrians and
surroundings
were categorised in terms of action and context. High-level
descriptions, such as 'indoors' and 'crossing the street', were broken
into measurable cues that the system could use for context and action
recognition. From this, possible input parameters from sensors emerged:
- body-related input: heart rate, arm
motion, speed, pace, compass
heading, ascension/descent, proximity to others/objects, stopping and
starting
- environment-related input: light
level, noise level, pollution level,
temperature, electromagnetic activity, enclosure, slope, presence of
metal
Some types of input involved
a
range of continuous values fluctuating
over time, e.g. the outside temperature or a pedestrian's heart rate.
Other types, for instance a car horn, only occured momentarily, in a
way that could be described as discrete.
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classification of input
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* sound design
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The
sound content had to be consistent with how people already perceive
and experience the environment of the city. We considered peripheral
versus foreground aspects of the experience
and musical possibilities ranging from ambient to rhythmical. As we
wanted to maintain a close experiential relationship between the
sound content and the context of music creation (namely the
existing city soundscape), we decided to use real time audio processing
of urban sounds as a basis for the sound design. The musical output is
shaped in real time by sound processing objects such as filters, delay
loops, envelopes, sampling, playback, mute, and echoes.
As a follow-up to an
iterative
sound design process, we used video
simulations as a method for developing and validating our design
decisions. These simulations consisted of videos filmed by us in the
city, to which we added soundtracks created with the prototype. The
video's audio was input into
the prototype and we used sensors input to simulate interactions
suggested in
the video.
In those simulations, the
following mappings were developed
iteratively. Incoming urban sounds were processed through filters that
opened and closed rhythmically at a tempo corresponding to the pace of
the player while walking. The frequencies of these filters was
determined by the intensity of light detected. The noise level of the
local environment was mapped to the amount of rhythm in the music, such
that rising volume increased the number of rhythmic layers that are
overlaid on each other. Proximity to metallic objects or surfaces
triggers brief echoes, the delay of which depend on the pollution
level. At night, samples recorded randomly were echoed and filtered in
relation to sudden flashes of light detected from street lamps.
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[video
1] (4,1M)
- walking
under a bridge
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[video
2] (6M)
- climbing metallic stairs
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[video
3] (5,1M)
- crossing a street
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[video
4] (2
M) - walking under street lamps a night
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* mapping
strategy
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The
mapping had to be both transparent to the user and complex enough to
sustain interest if the system were to be used day after day. We also
considered it essential that the mapping would reflect scales of time
and distances covered while walking in the city and maintain the
distinction between continuity and discreteness of input. Sources of
input selected during our urban observations were therefore classified
into two levels: low-level discrete and
continuous factors coming directly from the sensors, and
high-level factors of general context and user actions resulting from
abstractions of the low-level ones.
In the mapping we developed, high-level abstractions of context and
actions are mapped to structural composition parameters. Low-level
discrete and continuous factors are mapped respectively the triggering
of short musical events, and to spectral variables. Thus, on a low
level, rhythm patterns are algorithmically generated and sonically
shaped based on sudden user actions and localised urban events and
ambiances, while on a high level, the overall structure of the music is
based on patterns of actions, path over time, and overall urban context.
Within this general framework, decisions about details of the mapping
were carefully made one at a time to insure coherence and pertinence.
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mapping strategy
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* interaction space
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When considering
questions of user perception and control over the music, we asked
ourselves the following questions: How 'in
charge' of the experience a user should feel? How
explicit should means of controlling the system be? Should some degree
of randomness be built in the system to maintain interest? How should
it sound in situations of unvarying sensor input values over long
periods of time? For everyday use, how similar could the same walk
sound day after day without becoming boring? What should the balance be
between the influence of user and environmental factors? How would
'invisible' factors (whether sensor-based such as pollution or
processing-based such as randomness) be perceived?
Rather than
starting form a target audience or from ourselves,
we have used scenarios to imagine alternatives for the sound design,
control factors, and aesthetics [scenarios]. They
are deliberately extreme in order to represent a wide range of
possibilities and design implications, and were based on
interviews with people that perceive the city or music in diverse and
extreme ways, f.ex. practitioners of parkour,
a french artistic sport
making use of urban infrastructures. For instance,
we held a workshop in Paris with parkour practitioners to serve as
inspiration
and potential driving force for the development of the sonic city
prototype. [parkour workshop]
The
scenarios highlight differing
personal relationships with the city. We considered balances between
active/passive,
peripheral/foreground
and ambient/rhythmic aspects of the experience, and were able to define
a design
space for the
amount and nature of user control supported by the system. This control
space is a territory of
possibilities and locates
the scenarios in relation to one another. Two
axes describe the predominant factors that influence the music: the
vertical axis
shows the balance of body or user input versus environmental or city
input; the
horizontal axis describes the span of possibilities from
unpredictability to
user-deterministic control.
The scenario that we chose to implement was 'Joanna'.
Balancing both
active engagement and urban discovery, Joanna would use Sonic City to
rediscover her environment as a poetic and aesthetic practice.
Representing the essence of our intentions with Sonic City, this
scenario provides a foundation for testing other variables and possible
experiences.
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control space
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* wearability
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A
garment was crafted to easily 'try on' the experience of early
versions of the prototype and wearabilty options with users in the
city. Rather than a design solution, the garment was a sort of working
paper prototype – a participatory format for provoking discussion,
improvisation and iteration. [wearable design]
The
garment
helped testing the robustness of
the prototype implementation. After performing a cognitive walkthrough,
in which we tested different interaction options and usability issues
ourselves in the lab, we staged the use of Sonic City during controlled
experiments
in urban settings, using the modular jacket. This enabled calibrating
the prototype and determining optimal sensor
placement for the user study.
In
the future, the system could be integrated in clothing accessories such
as earrings, badges, belts or bracelets.
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