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
  • Concept/Direction: Chris Salter
  • Collaborators: Marije Baalman/Harry Smoak
IN DEVELOPMENT
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).
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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.

Location
  • Attakkalari India Biennial 2009, Ranga Shankara Theater, Bangalore, India, February 2009
  • Music Academy, Chennai, India, February 2009
  • Niraswaram, Heggodu, India, February 2009
Materials
36 CCFL lighting elements, acrylic tubes, custom software and hardware, wireless Xbee modules, computer, wooden frame for mounting
Images
Video
Collaborators
  • 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
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.
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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.

Location
  • 11th Annual Architecture Exhibition, Venice Biennale
Materials
Custom screen structure, computers, custom software, hazer, 4 speakers, 3 high lumen DLP Projectors, Atomic 3000 DMX strobe, DMX control
Images
Video
Collaborators
  • 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
Technical Rider
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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.
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Made in China: Return of the Soul is a 90 minute dance-theater adaptation and revisioning of Tang Xianzu's Peony Pavilion, one of the most famous plays in all of classical Chinese literature and drama. The story of Du Liniang, the 16 year old daughter of a prominent official, who falls in love in a dream with a young scholar named Liu Mengmai, the play is famous

Jin Xing's production of the play re-imagines it between the ancient Ming Dynasty era of 16th Century China and the modern chaos of contemporary 21st Century China. The media design comprises large scale projection that amplifies the different historical and contemporary sites in the play: the dreamworld of the garden

Locations
  • Shanghai International Dance Festival, September 2007
  • Bejing International Dance Festival, May 2008
Materials
Computers, 3 6000 ANSI Lumen DLP projectors, Matrox Triple Head splitter
Video
Collaborators
  • Concept/Choreography: Jin Xing
  • Dancers: Jin Xing Dance Company
  • Music: Lutz Glandien
  • Media Design and Programming: Chris Salter, Brett Bergmann
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.
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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.

Location
  • Second Life Installation + Pearson International Airport, Terminal 1, Toronto, Ontario
Materials
screen, computer, custom software, headphones
Images
Video
Collaborators
  • 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
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.
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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?

Locations
  • 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
Materials
Black marley dance floor, 16 speakers, Source Four profiles, fresnels, dimmable fuorescents, mini strips, light table, square panel, computers, photoelectric sensors, accelerometers, custom software and electronics.
Images
Video
Collaborators
  • 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
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.
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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.

Over the course of the performance, the spectators are taken on a powerful journey through changing landscapes of fleeting images and sound. A sweeping light from the darkness that suddenly illuminates the space, everyday images of people emerging from a subway station in a snowstorm and a barren snowscape give a sense of the invisible and uncontrollable forces lurking behind everyday experience.

As the image landscape becomes increasingly abstract with Rothko like colors and dense walls of sound, Part 1 builds toward peak intensity, transporting the viewer through the threshold stages of dying and dissolution.

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.

Locations
  • Tesla - Transmediale 2007, Berlin, Germany, February 2007
  • Estudios Abiertos, Buenos Aires, Argentina, November 2006
  • Elektra Festival, Montreal, Canada, May 2006
Materials
Computer, Matrox triple head splitter, 3x 3000+ ANSI Lumen DLP Projectors, screen, audio interface, 8 channels
Images
Video
Collaborators
  • Concept/Direction/HD Video/Sound: Chris Salter
  • Collaboration Sound: Daniel Grigsby and Philip Viel
Technical Rider
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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. The work is a haunting evocation of the choreographer's experience growing up in the political hysteria of the Cultural Revolution.
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Nomad: The River is a 60 minute dance theater work created in collaboration with Chinese born, New York-based choreographer Yin Mei. The work is a haunting evocation of the choreographer's experience growing up in the political hysteria of the Cultural Revolution.

Featuring six dancers, the visual and sonic scenography aims to create a magical realm of memories, fantasies, traumatic experience and transformation. 25 fiberglass mesh screens are suspended across the stage area, spread over three pipes and staggered so that projected images from both front and side saturate the surfaces with image and light. At times, the surfaces appear to disappear, replaced by stark, black and white woodcut-like natural forms: gnarled trees, pools of water, chinese characters that melt like snow. The multichannel, electronically generated score and sound design underscores the tension found in the media between artifice and nature; electronic and found sounds entangle with each other, producing aural landscapes that express the tensions of the Cultural Revolution's violent and tumultuous epoch.

Locations
  • Dance Theater Workshop, New York, NY, March 2005
  • Trinity College Performing Arts, Hartford, Connecticut, April, 2005
  • Asian Contemporary Theater Festival, Shanghai Dramatic Arts Center, Shanghai, China, September 2005
  • Carnival Center (Miami Center) for the Performing Arts, Miami, FL, January 2006
  • University of Massachusetts at Amherst Performance Series, Amherst, MA, February 2006
  • UC Riverside Arts, February 2007
  • Yerba Buena Center for the Arts, San Francisco, CA, March 2007
  • Bryn Mawr Performing Arts, Bryn Mawr College, Bryn Mawr, PA, September 2007
Materials
Computer, Matrox triple head splitter, 3 3000+ ANSI Lumen DLP Projectors, screen, audio interface, 8 channels
Images
Video
Collaborators
  • Choreography: Yin Mei
  • Media Scenography and Sound Design: Chris Salter
  • Lighting: Lea Xiao
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.
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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.

Locations
  • Podewil, Transmediale Berlin 2004
Materials
computers, microcontroller, 4 co2 sensors, 8 superbright LED's, plastic tubing, wood construction, batiste cotton screens (5 per unit)
Images
Video
Collaborators
  • Concept/Direction: Chris Salter
  • Collaboration: Thomas Spier, Kaaren Beckhof
  • echnical Assistance: Dylan McKay
2004

Membrane is a set of video projection sculptures that perturb people's views of each other and of their surroundings according to their movement. Two video cameras facing out from the Membrane provide live video feed of passersby on both sides of a translucent screen. Approaching the screen, you see a video of people on the opposite side re-projected onto the screen material. Movement thus perturbs the video of the opposite side of the screen that is composited with the video of yourself.
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Membrane is a responsive installation by the international art research group Sponge that proposes a novel way of communication by gestural interaction. Large sheets of translucent Lexan plastic are suspended in the air space of the exhibition hall and responsive video textures are projected over them. As visitors walk past the Membrane, their image leaves a trail on the screen. The effects change depending on the activity of the people around it, and on the course of time over the hours and days. The Membrane invites the people on both sides of the screen to engage with each other because of how it transforms what each person sees through it.

Two video cameras facing out from the screen provide live video feed of passers-by on both sides. Approaching the Membrane, you see a video of people on the opposite side re-projected onto the translucent Membrane material. Your movement perturbs the video of the opposite side of the Membrane that is composited with the video of yourself. By sweeping your hand, you reshape what you see of the other person. The real-time calligraphic video effects vary and include dynamics of water, smoke, shockwaves or particles according to the gesture and movement of the passers-by. Interaction is conveyed by a mediated tangibility devoid of physical touch. Our gestures change our perception of those on the other side of the membrane.

The interface seems to provide a safe distance, which makes it easier to interact with other passers-by. Yet, the membranes are porous: the interaction with other players creates a rich social and sensorial layered context where physical presence and media worlds merge. Though we are not physically touching those we are engaging with, there is definitely a materiality seeping through the membrane. It is exactly this tangibility that creates the sense of an intimate exchange. Due to the increase of virtuality in our quotidian communication, gestures have lost centre stage, yet in Membrane they play a pivotal role in shaping the responsive media environment: with a swoosh of the hand or a sway of the head we construct our own calligraphic video sculptures.

Location
  • Dutch Electronic Arts Festival (DEAF 2004), V2, Van Nelle Fabrik, Rotterdam, Netherlands
Materials
computers, suspended lexan screen, two IR cameras with stands, speakers, audio interface
Video
Collaborators
  • Harry Smoak, Altanta, USA, creative lead, sculpture.
  • Yoichiro Serita, Tokyo, Japan, lead visual design, flow design, graphics programming.
  • Sha Xin Wei, Atlanta, USA, argument, visual design.
  • Chris Salter, Berlin, Germany, management, flow design, sound design.
  • Joel Ryan, Amsterdam, The Netherlands, sound design and programming.
  • Delphine Nain, Atlanta, USA, visual effects programming.
  • Maria Cordell, Atlanta, USA, visual effects programming.
Press
  • Feelings Are Always Local, DEAF04 Catalogue, NAI/V2 Publishers, Rotterdam, NL, 2004.
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.
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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.

Locations
  • Villette Numerique 2002, Parc de La Villette, Paris, France, September 2002
  • Muffathalle, digital.crossover, Munich, Germany, October 2002
Materials
1 6000 ANSI Lumen DLP Video Projector, computers, infrared camera, 8 parabolic loudspeakers, sound system, audio interface
Images
Video
Collaborators
  • 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
Press
Technical Rider
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Sponge
2002

Sauna 02, #3 is the third part of a series of experiments exploring mediated forms of immersion in public space. Three, 13 x 4 meter cylindrical tubes are suspended off the facade of a historic San Francisco Mission District building. Each of the tubes houses a DMX controlled strobe and a parabolic speaker system which channels audio in a straight line directly below the tube. The general motion of passersby is monitored with a security camera which influences the overall brightness and rhythm of the strobe as well as the filtering of the real time audio coming out of the parabolic speaker. The installation adapts itself to the changing surrounding conditions, potentially providing a source of contemplation in the midst of a dense and chaotic urban environment.
[ More ]

Sauna focuses on how we can be immersed in the urban environment, feeling the pulse and fluidity of the surrounding world without bombardment and oversaturation. How can ambient media create the sense of a contemplative oasis coincident with urban density?

The San Francisco realization of the project consists of simultaneous indoor and outdoor installations as well as series of public discussions focusing on new forms of immersive technological environments in public space. Three large cylinders were suspended on the front facade of a building located in the Mission District of San Francisco. Each of these tubes, measuring 4 x 25' were illuminated by installed high power, DMX-controlled strobe lights. Visitors standing beneath the cylinders and in their vicinity influence the degrees of brightness (intensity) and the rate of the strobes' pulsing through their presence. Sound, generated and filtered in real time from the noise of the streets, is focused by means of parabolic loudspeakers, creating a simultaneous private and public listening zone directly underneath the tubes. The installation adapts itself to the changing surrounding conditions, potentially providing a source of contemplation in the midst of a dense and chaotic urban environment.

Inside the LAB gallery environment, a behind the scenes installation showcases the three year concept, research and prototyping phases of the project by way of notebooks, texts, sketches, media, architectural renderings and artifacts: a public think tank of Sauna's development phases. This work is complemented and contextualized by a three week series of public discussions involving architects, new media artists, policy experts, cultural officials, foundation directors, economists and curators, explored the deeper issues of mediated public space.

June 5, 2002: TalkBack. Public Discussion with the Sauna 02 Team A chat with the Sauna02 artistic and design team. Participants include: Erik Adigard, Laura Farabough, Amy Hoffman, Brad Niven, David Robert, Chris Salter, Sha Xin Wei

June 12, 2002: Urban Interventions: Situating Sauna 02 Artists, architects and urban critics discuss the themes of Sauna02 among other recent urban intervention projects. Participants include: Michael Bell (Columbia University School of Architecture), Jennifer Gonzales (UC Santa Cruz), Rene Garcia (Los Cybrids), Margaret Crane and others.

June 19, 2002: The Political Economy of Mediated Urban Space A conversation focusing on the implementation of new types of responsive media environments in our urban landscape. Participants include: Benjamin Weil (Media Arts Curator, SFMOMA), Niklas Damiris (Stanford University), Jenee Misraje (LEF Foundation), Saudy Sanchez (Department of Cultural Affairs, Public Art projects, City of San Jose), Francis Philips (Haas Foundation).

Locations
  • Redstone Building, 2948 16th Street, San Francisco, California
Materials
computers, 3 custom made aluminum frames, vinyl, camera, IR reflectors, 3 parabolic loudspeaker units, 3 DMX strobes, DMX interface, custom software, rigging system
Video
Collaborators
  • Concept/Direction: Sponge (Laura Farabough, Chris Salter, Sha Xin Wei)
  • Programming: David Robert, Chris Salter, Sha Xin Wei
  • Sound Design: Chris Salter
  • Project Manager/Technical Director: Brad Niven
  • Technical Assistance: Amy Hoffman, Brad Niven, Anke Burger
  • Poster/Ad Campaign: Erik Adigard, Philip Foeckler (M.A.D.)
Press
  • "Sauna 02," Artweek, September 2002, Volume 33, Issue 7.
Sponge
2002

Sauna 02, #2 is the second iteration of the Sauna series of public art media installations. The second sauna iteration took place at the Exploratorium/SF, in February 2002, as part of the Sponge curated evening "Teleopolis." As part of preparations for Sauna02, Sponge set up a test site to experiment with techniques for creating mediated immersion without the need for physical enclosure. The installations consisted of a single fabric cylinder, suspended 10' off the ground, under which the public could pass by installed with a parabolic speaker/reflector that enabled Sponge to beam a carefully focused "shower" of sound onto the passerbys below. Semicircular walls further served to intensify the sonic experience, creating an semi enclosed acoustic zone that as well marked a boundary for pedestrian traffic flow.
[ More ]

The second sauna iteration took place at the Exploratorium/SF, in February 2002, as part of the Sponge curated evening "Teleopolis." As part of preparations for Sauna02, Sponge set up a test site to experiment with techniques for creating mediated immersion without the need for physical enclosure. The installations consisted of a single fabric cylinder, suspended 10' off the ground, under which the public could pass by installed with a parabolic speaker/reflector that enabled Sponge to beam a carefully focused "shower" of sound onto the passerbys below. Semicircular walls further served to intensify the sonic experience, creating an semi enclosed acoustic zone that as well marked a boundary for pedestrian traffic flow.

The effect of the walls combined with the parabolic created the simulation of something akin to a comb filter, with reflections from the parabolic carving out different harmonic relationships. A single motion sensor, mounted on the wall, enabled visitors to affect the rate of the delays as well as the timbre of the sound being projected through the parabolic speaker unit. Here, activity in and around the cylinder served to excite or dampen the sound, much like the physical modeling processes used to simulate the physical processes of acoustic instruments.

Locations
  • Exploratorium, San Francisco, California, April 2002
Materials
computer, 1 custom made aluminum frame, vinyl, PIR Motion sensor, 1 parabolic loudspeaker unit, custom software, rigging system
Images
Collaborators
  • Concept/Direction: Sponge (Laura Farabough, Chris Salter, Sha Xin Wei)
  • Programming: Chris Salter
  • Technical Assistance: Mark Scheef
  • Support: Exploratorium, San Francisco
Curated Exhibition
Sponge (Chris Salter)
2002

Teleopolis was a co-curated event with the Exploratorium in San Francisco. Metropolis, the physical form of the city and its inhabitants, is being altered and reshaped by teleopolis, the increasingly powerful "city" of electronic imagery, information, and experience generated by broadcast media, the Internet, and newly emerging communications technologies.
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Teleopolis was a co-curated event with the Exploratorium in San Francisco. Metropolis, the physical form of the city and its inhabitants, is being altered and reshaped by teleopolis, the increasingly powerful "city" of electronic imagery, information, and experience generated by broadcast media, the Internet, and newly emerging communications technologies.

The Exploratorium and the art/research collective Sponge hosted an evening of installations by Bay Area artists, designers and researchers that sought to haunt the boundaries between two contemporary urban notions: metropolis and teleopolis. The diverse mix of visual, performing and media artists, designers, architects and researchers used large scale events and installations to reflect on our complex and rapidly changing notions of city life and urban experience in an age of electronically mediated social imagination.

Locations
  • Exploratorium, San Francisco, California, April 2002
Materials
computer, 1 custom made aluminum frame, vinyl, PIR Motion sensor, 1 parabolic loudspeaker unit, custom software, rigging system
Collaborators/Artists
  • Sponge
  • Erik Adigard/M.A.D.
  • Ken Goldberg
  • Post Tool Design and Thom Faulders
  • Sha Xin Wei
  • Adrian van Allen
  • Steve Wilson
Sponge + FoAM
(Farabough, Salter, Sha) + (Kuzmanovic, Gaffney, Kusaite)
Responsive Environment
2001

TGarden is an interdisciplinary, collaborative project between Sponge and FoAM (Belgium/Holland) investigating how people individually and collectively make meaning inside a responsive media environment in which improvisational gesture and movement influences the short and long term behavior of audio-visual media inside the space.
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TGarden is a responsive media environment in which small groups of participants from the general public influenced and played with real-time-generated sound and image through improvised movement and gesture. Visitors to the environment —which consists of a completely enclosed space without an audience— chose and wear sensor-embedded clothing that enabled them to “play” the room as a real-time media instrument based on individual as well as group movement patterns. The clothing or costumes are designed with unusual properties, including uncommon materials (plastic tubing, springs, wire, crinkled, oversized organza) and exaggerated proportions organized to defamiliarize the visitor’s relationships to their own bodies, while the room’s media output consisted of projected images on the floor which depict biological forms and their reactive mutations and multichannel, spatialized audio. Through worn sensing and wireless communication, spontaneous gestures and movement of the participants are tracked and analyzed in real time by a network of computers. Thus, free improvisation and collective play enables the transformation of the environment in real time.

TGarden emerged from an ongoing discussion between sponge and FoAM about the development of technologically (computationally) augmented fluid environments that emphasize social play between people and help catalyze new ways of making meaning. How long and how intensely can people play with one another inside a hybrid environment when they don't have hard, fast rules and can improvise everything: their voice, gesture and body? How do social conventions of play drive experience?

The installation version of TGarden functions as a temporary event; a new type of play zone. Since the project challenges existing modes of disembodied interaction, TGarden as a public event aims not only to give people a compelling, physically responsive experience, but also to serve as a real world laboratory to test out new developing technologies that may come about and be developed as a result of direct audience / visitor / participant feedback.

Locations
  • SIGGRAPH 2000, New Orleans, LA, July 2000
  • Mediatterra Festival, Athens, Greece, October 2000
  • Ars Electronica Festival, Linz, Austria, September 2001
  • V2-Rotterdam Cultural Capital Program, Rotterdam, NL, October 2001
Materials
Fabrics, Compaq IpAQ portable computers running Linux environment, sensors, custom electronics, computers, network routers, multichannel sound system, Audio I/O boxes, Eventide Orville Harmonizer, JL Cooper Fader Box pro, 6 5000 ANSI Lumen projectors, video splitters
Collaborators
  • Project Initiators: Sha Xin Wei, Maja Kuzmanovic, Chris Salter, Laura Farabough
  • Concept: sponge, FoAM and associates
  • Project Management and Art Direction: Chris Salter, Maja Kuzmanovic
  • Technical and Systems Design Director: Sha Xin Wei
  • Tactile Media Design (Textile and Garments): Evelina Kusaite, Maja Kuzmanovic, Cocky Eek, Peggy Jacobs, Marcel van Doorn
  • Sensors + Wearable Computing: Stock (V2_Lab), Ozan Cakmakci
  • Computer Vision Tracking Algorithms: Yifan Shi and Aaron Bobick (Georgia Tech)
  • Room Dynamics: Sha Xin Wei, Nik Gaffney, Yon Visell, Steven Pickles
  • Sound System Design and Sound Interaction: Joel Ryan, Chris Salter
  • Visual Design and Video Interaction: Maja Kuzmanovic, Hiaz Gmachl
  • Network, Systems Administration: Nik Gaffney
PRODUCERS/SUPPORTERS
Produced by Sponge + FoAM with the assistance of:

  • Ars Electronica Festival 2001, Linz, Austria
  • Banff Centre for the Arts, Banff, Canada
  • Daniel Langlois Foundation for Art, Science and Technology, Canada
  • Flemish Ministry of Culture, Belgium
  • FUTURE PHYSICAL (East England Arts/shinkansen in association with the Arts Council of England New Audience Programme)
  • Georgia Institute of Technology, USA
  • Netherlands Foundation for Visual Arts, Design and Architecture, Rotterdam, Netherlands
  • V2_Organisation, Institute for Unstable Media, The Netherlands
  • Australian Network for Art and Technology, Australia
Interactive Installation
Sponge (Farabough, Salter)
2000

Sauna_01 #1 is the first of a series of gallery-based and public space installations that explores the creation of ambient media environments of reflection, immersion and concentration within a chaotic urban space increasingly occupied by branding and mass media technologies.
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Sauna_01 #1, realized at the San Francisco Electronic Music Festival 2000, consists of a 10 x 14' enclosed room within which is positioned a 4 x 8' tank-a half cylinder resembling what Sponge termed a "cargo cult MRI chamber." The Sauna tube is constructed out of a large sheet of bowed polycarbonate which is covered by a rear screen projection material. The rear screen makes it possible to see the projected images in wraparound from above while inside the tube.

The prototype Sauna accommodates one person at a time. Each visitor lays down on a gurney and is fitted with a pair of headphones. Once comfortable, the participant is rolled into the tube and immersed in an audio-visual program lasting approximately 5 minutes. The images range from those of intense acceleration or slowness: extreme motion through darkness, water, snow, REM-like flashes, slow mutations of solar and lunar eclipse, stuttering sweeps of light. The imagery is shaped by the architecture of the tube, transformed into a depthless field by the curved edges of the plastic space.

Locations
  • San Francisco Electronic Music Festival, San Francisco, CA, May 2000
Materials
Wood, Polycarbonate sheeting, custom electronics, software, 1 3000 ANSI Lumen projector, headphones
Images
Video
Collaborators
  • Concept: Sponge
  • Project Development and Construction: Chris Salter, Laura Farabough
  • Audio-Visual Material: Chris Salter, Sam Auinger/Rachel De Boer, Maja Kuzmanovic
M2
Interactive Installation
Sponge (Farabough, Salter, Sha)
1998

M2 is a computer-augmented environment constructed out of video, heat, sound and architecture. Five spaces are architected inside a large gallery environment. These included a waiting room, an interior immersion space, a control chamber and a long corridor opening out onto a projection area. The installation investigates the relationship between opposing sets of substances: bodies and media, heat and solid matter and the deformation of media.
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Overall, the event is cyclical; however, the groups spend variable amounts of time going through the chambers. The immersion room is the only area of the environment where visitors are allotted a fixed time. Also, each group of spectators contains one or more performers, who are "embedded" within the group and haunt the peripheral attention of a particular group during the event.

The visitors enter the waiting room and are given a color-coded ticket. Here, while they await for their number to be announced, they can relax, watch a foreign news broadcast and visit with fellow participants. When the number is announced, with the assistance of an usher, a small group of between 3-7 visitors is led from the waiting area into the next space.

As the visitors enter into the darkened and spare immersion space they encounter a world of matter and media. Steel canisters with installed stove-top heating coils stationed around the periphery of the room provide intense warmth in the space while five screen units suspended at different heights project a series of fractured narratives dealing with haunting and the loss of subjectivity within a discontinuous world. The visitors must remain in the space for a set time duration, moving through multiple fields simultaneously; erotic experience, solitude and abandonment, deformation and reformation of vision from crumbled media.

The control systems of the immersion room are now revealed as visitors step into the next space. Here, the visitors are given the priviledged point of view into a nexus of information, control and surveillance. The visitors can observe the operation of the computer controlled sound and video appratuses, revealed by the presence of performer/operators interfaced to this equipment as well as confront both live and tape delayed surveillance recordings of the waiting room. The visitors can also witness a computer generated flythough of the immersion space, further destabilizing their understanding of the real/virtual and performer/spectator.

The visitors proceed through a long narrow corridor on their way to the exit space. Here they see, suspended above them, two video monitors with each of the narratives from the immersion space played through as 8 minute loops in their original, chronological order. The disjunctive video fragments of the immersion space now give way to two separated stories, running in parallel with each other.

In the final space, the visitors undergo a further perspectival shift: here, video is projected onto the far wall. In this case, however, select images from the video narratives undergo a violent decomposition and reconstruc- tion through the elements of heat and film. Faced with this deeper instability of media and image, the visitors are free to enter the world anew or cycle through the event again.

Locations
  • The Lab, San Francisco, CA, April 1998
Materials
metal pipe, industrial vinyl screens, stove pipe, wire mesh, 6 electrical hot plate units, custom electrical switiching system, computers, video monitors, 6 Sony mini LCD video projectors, 3 Pioneer LDV 8000 Laser Disk Players, Matrix Switching system, custom designed interfaces, I/O boxes, keyboard interface, 1 Sony RGB Video Projector, 2 Ikegami monitors,
Images
Video
Collaborators
  • Concept: Sponge
  • Project Development and Construction: Chris Salter, Laura Farabough, Sha Xin Wei
  • Audio-Visual Material: Chris Salter, Laura Farabough
  • Produced by Sponge with the Assistance of the LAB