Code/Spaces is a series of interactive environments, where participants are given immersive opportunities to learn, play, and experiment with the digital realm. Inspired by various topics, each space aims to educate and enchant its users through a multi-sensory experience.
• The advancement of technology offers new insights and possibilities — some beautifully innovative and others terrifyingly oppressive. Now, with the ubiquitous occupancy of technology, both realms have become limitless. While it is reasonable to be scared of where technology might takes us, we seem to have blindsided ourselves to the exciting and creative prospects it can offer us.
• Technology has numbed us. This is because we are all locked into a single screen. Whether it be in our hands, on our desks, or opposite our sofas. We’ve grown so bored of our surrounding environment that we seek escapism in a digital one. I am reigniting our sense of imagination when it comes to technology, by using recent advancements to explore the spaces located on the threshold of the physical and virtual to make our reality exciting again.
‘All Angles’ is an illusive space that uses
infrared and depth sensor technology to
challenge the idea of perspective. Inspired
by the Necker Cube, this space uses a single
camera to create the illusion you’re being
viewed from ‘All Angles’.
Created by reprogramming an Xbox Kinect.
All Angles is easily accessible and can be
applied to any space.
Participants will enter the space and gaze upon a spinning image of themselves. This image will simulate a rotating camera but will in fact be a solitary camera situated directly in front of them.
‘Symphony Of Light’ is a sound driven space
that aims to create a more harmonious
fusion between human and machine.
Inspired by the Mirror self recognition test,
this space uses motion tracking technology
to allow participants to modify and alter
sound through movement.
In the planning stages I began by creating a series of simple aerial view drawings, which helped me figure out the optimum arrangement for my equipment and subjects.
To create the space, two webcams were set up on each chair. These cameras are what help control the sonic elements. Alongside these were two secondary cameras, which help create visuals for the piece.
To take part, participants had to draw a green dot on their hands. These function as controllers and allow users to manipulate the parameters of their sounds.
The green dots also have a secondary purpose. They function as track points that help create the resulting visuals, and generate each persons’ synesthesic reflection.
Once set up, the participants use the space to play and communicate with one another through the medium of music.
Using everyody’s motion track data, the Chelsea College of Arts Class of 2021 Symphony Of Light is now complete
A collection of each participant’s synesthesic reflection. Captured via movements throughout their time in the symphony.