JND (just noticeable difference) #1: Semblance
Interactive Installation
2009-2010
JND is a new series of multimedia installations that explores the concept of just noticeable difference - The first project, Semblance, is an interactive installation exploring the phenomenon of cross modal perception - the ways in which one sense impression affects our perception of another sense. The installation comprises a series of modular, portable “pods,” each of which is installed with devices that produce subtle levels of tactile, auditory, visual and olfactory feedback for the visitors, including a floor of vibrotactile actuators that participants lie on, peripheral levels of light, scent and audio sources which generating frequencies on the thresholds of seeing, hearing and smelling. Collaborators
IN DEVELOPMENT
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Interactive Scenography
Collaboration with Attakkalari Center for Movement Arts, Bangalore, India
Chronotopia is a collaboration with the Bangalore, India-based movement arts center Attakkalari. A specially designed, wirelessly controlled lighting system is influenced by the rhythms and motion of the dancers, creating an abstract, pulsing visual stage environment for Attakkalari's choreographic re-imagining of the ancient Tamil epic poem Silappatikaram (The Tale of the Anklet). Chronotopia is a dance theater re-imagining of the one of the oldest Indian epic poems: the Tamil epic Silappatikaram. Attakkalari's multi-media dance production is an episodical journey, which explores the movement of five performers through a physical and emotional landscape of contemporary life: birth, love, marriage, war, devastation, death and transformation. Establishing a link, between the landscape and the emotional as well as spiritual mindset of the protagonist, images from ordinary human existence encounter the intervention of inexplicable forces. A series of 9 meter tall columns holds a series of 6 Cold Cathode Florescent Lights encased in acrylic cylinders which form a matrix of 36 individually controllable lighting elements. Additionally, three wirelessly controlled CCFL's are mounted into pedestals which are carried around the stage by the performers and function as sacred objects in the work's dramaturgical structure. The stage scenographic environment consists of the lighting system in front of which is suspended a large scale, semi translucent projection screen upon which is projected a series of five iconic yet, visually abstract textures. Top and side cameras analyze the flow of motion from the dancers and are used to provide simultaneous input to both the lighting and projection systems. The lighting responds to the performers' motion by either triggering set patterns, directly coupling with the dancers or creating abstract traces based on different rhythmic and temporal patterns. The lighting scenography is inspired by both the abstract images of bodily gestures that are prevalent in traditional Indian dance forms such as Bharatnatyam as well as by the ubiquitous appearance of florescent lighting fixtures in everyday life in India. |
- Attakkalari India Biennial 2009, Ranga Shankara Theater, Bangalore, India, February 2009
- Music Academy, Chennai, India, February 2009
- Niraswaram, Heggodu, India, February 2009
- Choreography: Jayachandran Palazhy
- Interactive scenography: Chris Salter | Chris Ziegler
- Interaction research/design (light): Marije Baalman | Chris Salter
- Interaction design (video) : Chris Ziegler
- Theatrical Lighting; Thomas Dotzler
- Lighting programming: Marije Baalman
- Lighting system design: Elio Bidinost | Harry Smoak
- Sensing research/development : Joseph Malloch | Marije Baalman
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Erik Adigard + Chris Salter
Venice Biennale, Architecture, 2008
http://www.airxy.org Air XY is a public multimedia installation commissioned by the 11th Annual Architecture Exhibition of the Venice Biennale in 2008. The project uses the languages of design and architecture to explore the ways in which social spaces are increasingly shaped by hidden systems of control. Large scale screen and floor projections engage visitors passing by the installation in the massive space of the Corderie dell'Arsenale in Venice. Air XY is an interactive multimedia installation commissioned by the 11th Annual Architecture Exhibition of the Venice Biennale in 2008. The installation combines real time animation, sensors, fog, light and sound to explore the way hidden systems in the contemporary city increasingly shape our perception and bodily experience. A large scale interactive wall projection confronts and engages visitors passing by the installation. The projection is a clock that charts the passage of time. The animation consists of four different layers that influence each other: (1) a base layer of changing interface views that pan from left to right over the surface and increasingly become blurred, (2) the clock, which runs over the XY axis on a grid of 24 hours (horizontal) and 60 minutes (vertical) and features a moving vertical second line, (3) a series of 12 signs/markers which randomly float across the screen and react to the passing of seconds and the presence of visitors and (4) partial images of the visitors, who are tracked by overhead cameras and projected onto to the surface of the screen. When the visitors walk behind the physical screen they find themselves in a darkened space filled with fog and subtle noise. A series of images are projected onto the floor using the same graphic markers that inhabit the surface of the screen on the other side. A strobe is pulsed at intervals of 100 milliseconds such that the visitors at first only see the after image of the projected marker on the floor. As the room fills with more fog, the size of the projected markers grows larger and becomes more apparent in the air. Thus the combined media reveal another space, not one of the flat, 2d screen but a fleeting, immaterial architecture in the air. |
- 11th Annual Architecture Exhibition, Venice Biennale
- Concept/Design Direction: Erik Adigard + Chris Salter
- Graphic Design: Erik Adigard
- Sound and Interaction Design: Chris Salter
- Software Development: Hugues Bruyere and Elie Zananiri
- Technical Direction/Production Management/Lighting: Harry Smoak
- Screen Design; Harry Smoak and Patrick Harrop
- Project Management: Patricia Mc Shane/M.A.D.
- Production Assistance: Mariagiovanna Nuzzi, Antonio Cataldo, Ana Marie Brescani, Thomas Spier, Anke Burger
- http://www.digicult.it/digimag/article.asp?id=1291
- http://dmax.bampfa.berkeley.edu/blog/2009/02/therese-tierney-interviews-erik-adigard-m-a-d/
- http://www.designboom.com/weblog/cat/9/view/3815/venice-architecture-biennale-08-preview-m-a-d-update.html
- http://blog.contexttravel.com/out-there-in-venice%E2%80%99s-lagoon-new-directions-at-the-biennale-di-architettura/
- http://www.arkitekt.se/s36712
- http://www.baunetz.de/biennale/2008/dl/Biennale2008_dbz.pdf
- http://www.cdnarchitect.com/issues/ISarticle.asp?id=202406&story_id=394220154537&issue=08012008&PC=&RType=
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Media Scenography
Collaboration with Jin Xing Dance Company, Shanghai, China
Made in China: Return of the Soul is a collaboration with the famous Chinese choreographer Jin Xing. One of the leading contemporary choreographers in China and founder of the first private international dance festival in Shanghai, Made in China is Jin Xing's revisioning of the epic Ming dynasty play the Peony Pavilion, first performed in 1598. Made in China: Return of the Soul is a collaboration with the famous Chinese choreographer Jin Xing. One of the leading contemporary choreographers in China and founder of the first private international dance festival in Shanghai, Made in China is Jin Xing's revisioning of the epic Ming dynasty play the Peony Pavilion, first performed in 1598. |
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Erik Adigard + Chris Salter
Second Life Installation + Pearson International Airport, Terminal 1, Toronto, Ontario
Commission: Terminal Zero One July 2007 http://www.dualterm.com http://www.year01.com/terminal01/dualterm.html DualTerm is an interactive public installation that runs in two places simultaneously: on a physical screen placed at the Level 3 Terrace, Departures Level of Terminal One in Toronto's Pearson International Airport and inside Second Life. Visitors approach a screen embedded into a large sculptural installation. The image on the screen depicts a similar but radically visually reduced 3-D simulation of the actual airport terminal in Second Life. Simultaneously, the online visitors to DualTerm encounter a simulacra of a real place in Second Life that has no real world counterpart that they know of while the real visitors in the airport in Toronto watch the simulacra of the place they physically inhabit but that does not appear to exist. DualTerm explores our contemporary experience of the global airport. Visitors to Toronto's Pearson Airport's Terminal One come upon a sculptural shape with five embedded plasma screen monitors. On the left most monitor, a computer generated 3-D model of the terminal passage runs inside the online virtual world Second Life. The 3-D model appears to have the same shape as the actual space in which the real sculpture is housed with the exception that the model is visually reduced in its detail. As the real, physically present visitor maneuvers the on screen avatar through the 3-D terminal model, they encounter a space which is increasingly estranged from the actual physical terminal building. On one end of the terminal passageway, the visitor crosses through a door and ends up in a glass enclosed room which overlooks the architecturally cluttered Second Life landscape below. The glass enclosed room is filled with noise - real time sounds from the actual terminal passage which are fed into the Second Life model. Looking out onto the Las Vegas-like landscape, the actual visitor thus learns that the terminal building has been constructed in the air. As the visitor guides the avatar out of this glass cube and back into the terminal, the deafening sounds of terminal noise gradually give way to a silence that is punctuated only by the low pulse of a heart beat and a low, throbbing drone. When the visitor exits the other end of the terminal passage, they come up a dark, glass enclosed space which experientially feels like a vacuum. The stars of the Second Life sky can be seen from this vantage point and all of the white noise from the terminal passage finally subsides into a dark, pulsing nothingness. DualTerm is inspired by anthropologist Marc Augé's notion of the non-place: the new, transient locales that we increasingly find ourselves in. Spending more of our lives inside the simulated environments of airports, we inhabit environments that are simultaneously a site of stifling dullness and overwhelming stimulation. Yet, the airport no longer functions as a transitional space, a location in between the place we are leaving and a distant site in which we have not yet arrived. Instead, this non-place has itself become a place; a destination in and of itself that we inhabit and are asked to experience in which the real and the simulated seamlessly merge. |
- Second Life Installation + Pearson International Airport, Terminal 1, Toronto, Ontario
- Concept/Design/Art Direction: Erik Adigard + Chris Salter
- Sound Design: Daniel Grigsby
- 3-D Modeling: Myles Kerwin
- SL Scripting: Jonathan Lebensold
- Web Design/Project Planning: M-A-D
- Commission: Terminal Zero One
- http://www.blogto.com/arts/2007/07/terminal_zero_one_touches_down_at_pearson/
- http://www.thestar.com/entertainment/article/234889
- http://www.agoravox.com/article.php3/content/view/1548/125/content/view/1204/125/article.php3?id_article=6381
- http://www.thestar.com/fpLarge/video/237716
- http://www.ledevoir.com/2007/07/07/149627.html
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Chris Salter, in collaboration with Michael Schumacher
Media Performance
2007-2008
Schwelle II is a 45 minute dance-theater work. As the second part of a three act media performance project, the piece is a solo work for one dancer performed in a 6 x 13 meter long space with audience seating on both sides. The performance explores what occurs to the body in the transition period after death. A room filled with light sensors continually modulates an ever changing, spatialized acoustic and lighting environment as the performer watches his own body shift from one state to another. Part II is a live dance theater performance with master improviser and former William Forsythe/Ballett Frankfurt dancer Michael Schumacher. During the fifty minute work, the spectators experience a person undergoing the traumatic transformation of the body in the period between death and rebirth. At first, the spectators witness an almost immobile Schumacher sitting at a table, condemned to execute a series of futile, minute tasks. Violent physical spasms and vocal outbursts interrupt this stasis, overtaking the performer's body. During this period, the room's behavior appears to be unrelated to the dancer's presence. Wireless photoelectric sensors distributed throughout the performance space measure the changes of light in the environment. Additionally, Schumacher himself wears several acceleration sensors which also gauge sudden changes of speed or tempo in his movement. The space thus makes its presence felt to the spectators through continuously fluctuating and repeating patterns of light and sound influenced by the sensing. The room that Schumacher inhabits is itself a character, shifting from light to darkness for no apparent reason while the sound intensity builds up only to suddenly disappear again. The room moves through a series of states that convey feelings of nervousness, restlessss, meditation and anger. Gradually, however, the performance builds in choreographic and visual/sonic intensity as Schumacher's body begins to transform, the room's behavior becoming ever more coupled to his increasingly expressive, almost possessed movement. Finally, the earlier stasis of the performance gives way to fluid, ecstatic dance as Schumacher is released from his previous body, entering a new one. The work is inspired by the late plays of Samuel Beckett, the minimalist austerity and contemplation inherent in the works of Barnett Newman and Mark Rothko as well as the stories of before and after death experience described in the Tibetan Book of The Dead. Schwelle, Part II explores the in-between states experienced in daily life, from the edges of seeing and hearing, the moments between sleep and consciousness and the fragile border between life and death. Where does the body end and the room begin? What happens in the threshold where body and room merge, mutually influencing and transforming each other? |
- Tesla - Transmediale 2007, Berlin, Germany, February 2007
- Place des Arts, Cinquieme Salle, Montreal, Canada, May 2007
- Festival EXIT, Maison des Arts Creteil, Creteil (Paris), France, March 2008
- Concept: Chris Salter
- Direction: Chris Salter, in collaboration with Michael Schumacher
- Performer: Michael Schumacher
- Dramaturgy: Heidi Gilpin
- Lighting Design: Lea Xiao
- Lighting Interaction Design: Harry Smoak
- Sound Design and Programming: Marije Baalman, Daniel Grigsby, Chris Salter, Philip Viel
- Interaction Design/Sensing Systems: Marije Baalman
- Objects: Thomas Spier and Thomas Beguin
- Production Stage Manager/Technical Director: Harry Smoak
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Chris Salter, in collaboration with Michael Schumacher
Media Performance
Schwelle I is a thirty six minute audio/visual performance that explores the experience undergone in the threshold between awareness and unconsciousness. Shot in High Definition video, the work is front projected onto a single screen and consists of three overlapped and synchronized projections that form a panoramic image with up to 8 channels of surround sound. Part I is a thirty-six minute audio/visual performance exploring the experience undergone at the threshold of the dissolution of the body and consciousness. Shot in High Definition video, the work is front projected onto a single screen and consists of three overlapped and synchronized projections that form a panoramic image with up to 8 channels of surround sound. Part I is a thirty-six minute audio/visual performance exploring the experience undergone at the threshold of the dissolution of the body and consciousness. Shot in High Definition video, the work is front projected onto a single screen and consists of three overlapped and synchronized projections that form a panoramic image with up to 8 channels of surround sound. Part I is a thirty-six minute audio/visual performance exploring the experience undergone at the threshold of the dissolution of the body and consciousness. Shot in High Definition video, the work is front projected onto a single screen and consists of three overlapped and synchronized projections that form a panoramic image with up to 8 channels of surround sound. Schwelle I is inspired by the tibetan Buddhist concept of the bardo, the in between state between death and rebirth, or the exhalation and inhalation of breath. |
- Tesla - Transmediale 2007, Berlin, Germany, February 2007
- Estudios Abiertos, Buenos Aires, Argentina, November 2006
- Elektra Festival, Montreal, Canada, May 2006
- Concept/Direction/HD Video/Sound: Chris Salter
- Collaboration Sound: Daniel Grigsby and Philip Viel
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Media Scenography
Collaboration with Yin Mei Dance
2005
Nomad: The River is a 60 minute dance theater work created in collaboration with Chinese born, New York-based choreographer Yin Mei. Nomad: The River invokes the potent force of two fabled rivers—China’s Yellow River and the Ganges River in India. Nomad: The River is a 60 minute dance theater work created in collaboration with Chinese born, New York-based choreographer Yin Mei. Nomad: The River invokes the potent force of two fabled rivers—China’s Yellow River and the Ganges River in India. Known both as the cradle of Chinese civilization and as "China's Sorrow" due to the tremendous floods arising from it, the Yellow River - named for the mud that clouds its waters - is considered the soul of China. It is, for the Chinese, a locus of ghosts and ghost stories, of mythical happenings, of destruction, of disasters and of transformation. Likewise, for the Indian people, the Ganges is a holy and inviolate body of water - a river from which they drink, on which they cremate their dead in floating pyres, and in which they ritually bathe - despite its being one of the most polluted bodies of water on earth. The duality represented by these fabled rivers drives the choreography and visual environment of Nomad: The River. The work begins when a young woman walks onto the stage, turns on an old-fashioned radio and stares deeply into its lighted dial. As the music pours forth, it opens up a magical realm of memories, fantasies and transformation. Chris Salter’s visual and sonic environment transforms the theater space into a world beyond and the stage becomes a river along which a ghostly boat carries the dancers on their journey. Periodically the dancers emerge from the boat to face a different reality, spinning out of control, then re-inventing themselves and bathing in clouds of green tea dust. The work continually shifts between the longing to escape the world and the rawness and danger of the here-and-now in which we must, inevitably, find our way. |
- Choreography: Yin Mei
- Media Scenography and Sound Design: Chris Salter
- Lighting: Lea Xiao
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Sensory Environment
2003-2004
Schwelle: BlackRoom is a responsive environment that explores what takes place in human perception in an environment where barely perceivable threshold levels of light and sound exist. The project confronts the visitor with a direct experience of physical embodiment, intense concentration and restlessness that arises in the process of breathing during meditation. Four participants enter into a small, closed off, pitch black dark room. The room houses a large architectural construction: 4, 1 x 6 meter long tunnels outfitted with a series of taught, fabric muslin screens. The rear screen is solid while the others feature progressively larger rectangular openings. Housed above the rear of the tunnels are cylindrical reflectors, each outfitted with 3 small but high powered super bright blue LED’s. The cylinders can be adjusted so that the back screens are indirectly lit from the LED’s. In the audio setup, a parabolic speaker/reflector is positioned at the rear of each tunnel. These serve the purpose of directing a columnated beam of sound directly through the tunnels. Additionally, a quadraphonic speaker setup and a subwoofer which can handle frequencies below 20Hz is positioned in the corners of the space and facing the walls so as to remove any perception of direct loudspeaker sources for the visitor. A commercial CO2 sensor, which measures the fluctuations of CO2 in the room from the participant’s aggregate breath, is situated above the tunnel structure. Small changes of CO2 yield relatively static effects in their influence on the speed of change of lighting and sound intensity. Large changes of CO2 yield more pronounced results. These include raising and lowering the amplitude of the infrasonic audio signals (in the form of pulsed sine waves) continuously above and below the threshold of hearing, increasing the complexity of the audio mix, adding in higher, barely perceivable frequencies over 13Khz and finally, rapidly changing the speed of intensity of the LED’s. Such brighnesss changes yield oscillations or pulsing of the light, thus effectively making the tunnel architecture and the screens rapidly appear and disappear. The experience lasts a duration of 15 minutes. The visitors are brought individually into the pitch black environment and shown their places on the floor by an attendant with a small flashlight. The visitors are told nothing about the technical system in the room; only to keep mindful of their breathing. Once all of the participants have entered, the room sits in total darkness for a period of 3 minutes. Gradually, a clock in the software increases the LED brightness level from 0-40% over the course of 8 minutes. Simultaneously, the system begins to poll the level of CO2 in the room every minute and, based on a look up table of values, begins to adjust the various audio parameters. After 8 minutes, the CO2 measurements begin to affect the lighting parameters as well. Sound, barely audible at the threshold of hearing, begins to fill the space from loudspeakers positioned in the distance, its amplitude, frequency and timbre almost imperceptibly altered by the minute changes and gradual fluctuations of carbon dioxide in the room’s atmosphere and the individual breathing of the participants. Over the course of the 15 minutes, the barely perceivable lit surfaces slowly appear in the far distance. The changing intensity of the light’s color temperature makes these surfaces appear to be simultaneously flat and deep. The room, made apparent through the imperceptible changes of light and sound, appears to expand and contract, locked in a dynamic coupling with the participants’ own breathing patterns. Through a careful choreography of light and sound, the room moves in and out of the visitor’s threshold of perception with space functioning as a screen and canvas for their own mental projections and hallucinations. |
- Podewil, Transmediale Berlin 2004
- Concept/Direction: Chris Salter
- Collaboration: Thomas Spier, Kaaren Beckhof
- echnical Assistance: Dylan McKay
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Erik Adigard + Chris Salter
Interactive Environment
2002-2003
A collaboration with the graphic designer Erik Adigard, Chronopolis is a large-scale, public responsive media installation that focuses on our collective fascination with the mechanisms and meaning of time in contemporary urban space. By intertwining notions of urbanism, electronic media and time representation, the project asks whether the clock as an interface to time still makes sense in our globalized, fragile present. Chronopolis consists of a 10 x 10 meter square floor-projected interface that visitors walk over. The computer generated interface displays days, hours, minutes and seconds grids over which four animated pictograms representing these time elements travel. Each pictogram moves at a specific speed, determined by the real time system clock of the computer, leaving a trail of dots behind. The pictograms symbolize flows in the contemporary city - currency, goods, people and processes of decay. As visitors step onto the surface of the image, they enter into a sonically immersive space. Parabolic speaker elements, which focus sound into extremely localized areas, aurally project a multichannel sonic landscape over the interface. Seconds, minutes, hours and days are registered as individual musical and sonic events, enveloping the visitors as they walk across the huge surface of the projection. IR cameras, positioned from above, gauge changes in the density of the environment based on population differentials. As visitors populate Chronopolis over the course of the exhibition, the time grids and sonic landscape responds and mutates to produce a new grid upon which all of the time elements must speed up - a visual and aural time structure which appears to accelerate and decelerate based on human presence. |
- Villette Numerique 2002, Parc de La Villette, Paris, France, September 2002
- Muffathalle, digital.crossover, Munich, Germany, October 2002
- Concept/Art Direction: Erik Adigard/M.A.D. + Chris Salter
- Graphics: Erik Adigard
- Sound and Interaction Design: Chris Salter
- Programming: Matthew Biederman and Gregory Cowley
- Chronopolis: "Inhabiting Time" Adigard + Salter, LOUDPAPER architecture (pdf)
- Resetting the Clock, " ID Magazine, January 2003.
- Chronopolis," Screen Space: Metropolis magazine, February 2002
- Elektrophonie," Interview with Erik Adigard+Chris Salter, France Culture, Radio France, September 2002.
- digital.crossover," Interview with Chris Salter, Deutsche Welle, October 2002.
- Villette Numerique," Le Monde, September 2003.
- Un montaje de danza interactiva inaugura La Villette Numerique, El Pais, September 2003
- Interview with Erik Adigard + Chris Salter, "Villette Numerique Online Catalog
















































