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quilited
thought organ | delire |
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brief -
This
project uses a modified QuakeII computer gaming engine as an environment
for mapping audio, largely as trigger events, with a reasonably dynamic
body avatar. It was the first successful iteration of my attempts at this
system and works well both live and as an installation.
Much
more involved work is well underway. New gamesynth stuff uses an entirely
different engine. It has a physical modelling studio coupled with an audio
modelling environment for contiguous GL > DSP dialogue at runtime.
You could argue that as a conceptual territory, this is just another well
trodden foray into synaesthesia, and you would be right, though as an
instrument it is very flexible and demands a very different way of thinking
about a performance. Recent work however commits itself better to various
visual meaning systems - where a composition is distributed across an
iconographic and syntactical field, a post-narrativistic meaning machine
if you like.
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grab
taken in editor >
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download -
qthmote.mov
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notes -
If
you want the *.pak | *.wad | *.bsp to run the qthoth yourself then email
me and I'll organise an ftp.
Files
are about 60mb in total.
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appearances -
Pony
bar,
Melbourne, Australia 2000
WaveForm Conference, Sydney, 2001
Impermanent Audio, Sydney, 2001
Synaesthesia Label World Tour, EU, US, Japan 2003
re:Con, Zagreb, Croatia, 2001
Plaything, dLux, Sydney, 2003
Loading Siracusa, Galleria Civica d'Arte Contemporanea Montevergini Italy, 2003
Alt Digital Media, American Museum of the Moving Image, New York, 2003
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