Multisensory interactive installation
Daniela Voto
PDF [268 KB]
External collaboration
– Software development and design for the first demo presentation
in flash:
Manuel Viñas Limonchi, University of Granada.
– Music for the first demo presentation:
Umberto D’Auria, Mozart Studio Salerno, Daniela Voto.
Abstract
This paper presents the “Multisensory Interactive Installation,” (MII)
a musical interactive installation based on Kandinsky’s paintings, through
which a user can become a painter and a composer simultaneously. The painting’s
visual elements are synesthetically linked to musical elements: each color is
linked to a specific instrument and chord while each shape is linked to a specific
rhythm. Through “Multisensory Interactive Installation,”users can
explore and manipulate visual elements, generating different musical outputs,
constructing and deconstructing the art piece and/or creating a new work, and
musical composition. The selection and organization of given visual-acoustic
elements, determines the different musical atmosphere created by each user.
The methodology implemented in the system/installation, explores the correspondence
between color and sound, visual and acustic elements, and is based on the neuroscientific
research of synesthesia, an involuntary physical experience of a cross-modal
association.
Keywords: musical interactive installation, virtual reality,
Kandinsky’s
paintings, synesthesia, multisensory processes.
1. Goals
In “Multisensory Interactive Installation,” the authors
aim to explore the interaction between music and visual perception,
using advanced
technology,
to create an interactive synesthetic experience in which the user can
feel him/her self, as a painter and a composer, allowing the
user to create his/her
musical
composition through the manipulation of visual elements, and the power
to implement a cross modal interaction between different sensory
channels, based in the
latest research of multisensory processes.
This system can be applied and implemented in the fields of art,
music, therapy and educational projects through the complementary
use of various
sensory
channels.
2. About synesthesia
Synesthesia (Greek, syn = together + aisthesis = perception)
is the involuntary physical experience of a cross-modal association.
It occurs
when the
stimulation of one sensory modality evokes a perception in one or
more different senses.
The additional perception is real for the synestheta, perceived not
only by the mind’s eye, but also by the body.
Two or more senses are automatically and involuntarily coupled
so that a voice is not only heard, but also felt; seen or tasted
Synesthesia
is a physical
experience of the brain, not the product of imagination or learning.
It differs from metaphor
or artistic expressions in that it deliberately links sensations.
It
has physiological
features and is an intriguing violation of the conventional perceptions
of the world. A specific form of synesthesia occurs more often
than others: sound- sight
(colour hearing) is common whereas unions involving taste and smell
are rare.
The most common subtype is color-graphemic, in which letters
or numbers and occasionally shapes, produce color patterns. It
is
also possible
for more
than two sensory
modalities to be perceived simultaneously. Colour-Sound is one
of the most common subtypes of synesthesia. It is possible to
find evidence
of this
type of experience
in the biographies of many artists, musicians and inventors.
3. Background and research
Synesthesia is a natural phenomenon in people. Recent neurological
research has shown that it is crucial to understand how the
human brain works
in order to
reveal how the senses are interrelated in the brain. Cytowic,
the best-known neurologist for rediscovering synesthesia in
1980, affirms,
in fact,
synesthesia is a normal brain process that is prematurely displayed
in the consciousness
of a minority of individuals [1].
One of the main interests of both neuroscientists and philosophers
of science concerns how we perceive the external world. Much
of the history
of perceptual
research had focused on the functional properties of individual
senses, setting aside that our perception of the world is fundamentally
a
multisensory phenomenon.
The recognition that a multisensory perception is necessary
to enhance our understanding of sensory perception has led,
as a
result, to
the emergence of a distinct field
of scientific endeavour designated as multisensory integration
or multisensory processing [2].
Our senses are designed to function in harmony. Our brain is
organized to elaborate information, coming from the different
sensory channels,
cooperatively, in
order to have a complete vision of reality.
Modern neuroimaging techniques, such as MEG, fMRI, PET, has
enabled researchers to examine the neural consequences of multisensory
integration in the
human brain.“Multisensory
Interactive Installation” focuses on the cross modal
interaction between visual and auditory stimulus.
Subjectivity is a peculiar trait of synesthetic perception.
As stated in the history of synesthesia, individuals perceive
the
synesthetic
correspondence as sound-colour, color-graphem, etc., in different
ways. In Newton’s circle
of colors, the musical note “do” was red; in the
Clavecin oculaire by Castel, the same sound was blue; in the
paint translations
by Luigi Veronesi
it was violet. It is more likely to find general agreement
among people in relation to the perception of synesthetic correspondence.
For example,
for
most of us,
high sounds suggest images with clear colors, while low sounds
suggest dark and round images, etc [3].
A painting in black and blue, for example, can easily give
an impression of a dramatic atmosphere associated with dramatic
music and low
sounds of a contrabass,
not the acute sounds of a flute.
The mechanism of learning is increased if we simultaneously
stimulate different areas of the brain, visually, musically,
linguistically
and kinaesthetically.
Using a cross-modal sensory stimulation, we are able to activate
a multisensory perception. The cross-modal perception of reality
can
also change our
sensory perception. Recent research has shown that a sound
can radically change
the phenomenological quality of the percept of a visual stimulus:
when a single
brief visual flash
is accompanied by multiple auditory beeps, the single flash
is perceived as multiple flashes. It is clear that the information
processed by
the different sensory
modalities are integrated into a coherent multisensory percept
by the brain [4].
During the nineteenth and twentieth centuries, many artists
were working to achieve an integration between the arts. Wagner
introduced
the concept
of “Gesamtkunstwerk”,
or Total Art-work: he theorized an idealized union of all arts,
from music, dance, and poetry, to visual arts and stagecraft.
The theories of Wagner had a strong influence on various artists
of the XX century, such as Kandinsky and Scriabin. Kandinsky,
an abstract
art
pioneer,
affirms that
the sensations coming from different sensory channels can resonate
simultaneously, as the strings of a violin resonate when only
one is touched. Scriabjin
created the first musical poem, “Prometeo,” in which he mixes pictorial and
musical elements with a parallel “andamento”.
Previous research has demonstrated that the cross modal interaction
between two or more different sensory modalities increases
the activity of the
brain.
There are people who see keys or notes in colours and composers
who favour keys for their sonic “colour” characteristics.
The difficulty, from a scientific perspective, comes in trying
to compare these sense
perceptions between
people. There has been no established pattern to the colors
or keys based on their respective colors; it varies by individual.
The study thus far
has been
based on arbitrary correspondence stemming from extensive investigative
research of the phenomenon.
4. Conceptual methodology implemented in “MII”
MII implements a methodology based on the voluntary and rational
activation of different sensory modalities to permit data
acquisition. The authors
hope to
implement a new form of symbolic music representation.
The user is able to follow the melody of a music piece through
the rotation of geometric shapes linked to a specific color
in vr space.The
user can
live a synesthetic
experience in which he/she can perceive the correspondence
between sound and color frequencies: a painting with dark
colors produces
a more gloomy
musical
atmosphere, otherwise a painting with light colors produces
music that is more relaxing and cheerful.
In the Kandinsky’s paintings of MII, each color is
linked to a specific musical track; in total there are 8
musical tracks.
The superposition
of these
tracks can create an orchestral composition. The user can
also choose how to create an audio-visual composition: he/
she can
use the synchronization
or
the succession of audio-visual elements and/or the repetition
of the same element within the same composition. The choice
of colors and order
in which they are
arranged permits the creation of unique musical compositions,
allowing the user
to be free to express his/her creativity.
In another one of Kandinsky’s paintings, “Picture’s Gnomus,” the
visual elements, of point and line are connected to specific
musical effects, in this case, using rhythmic instruments.
The color and size
of the point,
and the color and shape of the line determine the type of
rhythmic effect. The user
can choose from several musical effects and to arrange in
superposition or in succession creating different audio-visual
compositions.
The color of the surface determines a harmony linked to a
specific tonality. For example, a blue surface is connected
with a harmony
in minor and
low sounds. A blue is mysterious and sad, while a green surface
produces a
harmony more
relaxing and quiet.
The goals are to experiment with the creation of different
musical compositions with given visual elements and the memorization
of a specific tonality
linked to a specific color.
 Figure 1. Kandinsky Picture’s
Gnomus
5. Interacting with “MII”
 Figure
2. Multisensory Interactive installation: longitudinal view
The user will find several paintings by Kandinsky in
the installation. The shape and color of each painting
is associated
with a specific
musical theme.
The synesthec
experience is determined by the correspondence between
color and harmony and shape and rhythm.
For example, a painting with dark colors will generate
a sad musical atmosphere. A painting with a combination
of
dark and
light colors
will generate a
musical composition more peaceful and mysterious. Geometrical
forms such as circles,
triangles and squares are integrated in superposition
or in temporal succession within the painting structure.
 Figure
3. Kandinsky paintings in MII
The user can select the geometrical elements from the
original painting and shift them to a white canvas.
When this happens,
they morph into
three-dimensional forms generating music. The rotation
of the elements in 3D will give the
sense that the music flows in time.
While transferring music into images and visualizing
music flow has been an historical dilemma, today this
has been
overcome with the
emergence of digital
technology
and virtual reality.
The combination of colored-shapes on a white painting
associated with musical themes generates new audio-visual
compositions
with the given
elements.
“Multisensory Interactive Installation” focusses
on the cross modal interaction between visual and auditory stimulus.
 Figure
4. Kandinsky painting in MII
5.1. Colors and music in “Multisensory Interactive
Installation”
In “Multisensory Interactive Installation” the correspondence
between visual and music elements is based on
the expressionist theories of colors,
and on the teosofic theories of relationships
between color and feelings. The correspondence
also focuses on chromotherapy and music therapy
research results. The use of simulateneous correspondence between
sound and color
is considered
highly beneficial
for people with mental illness.
Color therapy has a solid scientific foundation.
A high number of researchers have demonstrated
the biophysical
changes
in the human
body caused
by natural and artificial light. Each colour
is used in the chromo therapy
science
for a specific treatment.
 TABLE
1 Correspondence Colors-Sounds-Feeling
In “Multisensory Interactive Installation” each
color is associated to a specific feeling and musical theme.
The musical effects
are created with
electronic music and combined with other sounds
in order
to create a specific musical sense. The combination
of audio-visual elements will
create different
musical compositions. The elements can be in
superposition or in succession within a new painting.
 Figures 5/6. Transformation
in 3D of square and triangle
5.2. Shape and rhythm in “Multisensory Interactive
Installation”
In this project, the emphasis was divided into two
courts. On one court is the synethesia color,
sound and rhythm.
On the other court are points and lines associated
with the rhythms. This association is based
on linking shape
to the
length of each
sound.
Circle = static and short musical element
Triangle = long sound
In the 3D environment, the shapes rotations
create visual effects generating music.
Associations of different colors
determine
the musical atmosphere,
while the choice of shape determines
the rhythm of the musical element.
The final result is the creation of original
paintings and musical compositions
with given elements.
5.3. The first prototype
As a first phase development, a multisensory
interactive environment was implemented,
using Macromedia and
Flash software.
The environment is a virtual museum
where specific pictures by Kandinsky
can be
found.
 Figure
7. Interacting with the paintings
The visitor can navigate in the virtual
museum. Once he selects a painting,
he can apply
geometric transformations
(translate,
rotate,
scale, deform...)
in
shapes to change the initial graphic
composition. Every change in a particular
shape, linked
to a specific colour, emits
a predetermined sound effect.
He can move the shapes to another
white painting. The
organization
of the shapes
determines
a new musical composition.
 Figure 8. Interactive Phase
 Figure 9. Interactive Phase
6. Music artistic motivations
In MII the authors want to explore
new ways of interacting with
the music composition
using images.
History is full of artists
and theorist who have created
systems
that bring
colour and
music together.
The challenge is to create
images that elicit the same
kinds of
associations and emotional
connections
that
listening to music does. The
authors aim to find ways to
compose, produce,
and play music using a visual
aesthetic.
In the first prototype of MII,
from artistic perspective,
the user can
play with images
obtained from Kandisnky’s
paintings. Following the theories
of Nils Hansen, creativity
can be developed
with different
combinations of
known elements.
In a second phase the possibility
to create
original visual elements will
be implemented. From the
perspective of music,
in the first prototype
of MII,
8 sound elements (musical lines)
are created based on the superposition
of elements
following the logic of orchestration.
It is the first demonstration
to analyze the correspondence
between
sound and
colour. The
implementation of
the concept in MII is
based on several
experimental
music didactic theories. The
composer intends to develop
a new methodology
of musical
composition linked to
images. It
starts
by rhythmic ear
training to achieve
melodic ear training. The methodology
is based on rhythms repeated
[ostinato = repetition
of a
same
rhythmic
element in the time]
connecting to shapes
and chords connected to a specific
colour.MII wants to create
a creative environment
that allows the visitors to
create music on
various levels, individually
as well as within an interactive
team, through
interaction of
remote users networked
together using the latest technologies.
The system wants to integrate
movement, speech and tactile
perception following
the cutting
edge research
in the
technologic field.The
verbal induction
produces a gesture. The gesture
produces a sound in an interactive
VR environment;
gesture
can
be perceived
as a tactile experience
by a remote
user. The
sound
gained
produces correspondent image.
The result is a production
of sharing
music through
multi
sensory channels.
We believe that modern technological
age requires and allows new
ways to approach art, music
and composition. In the
near future
Audio-Visual Interfaces
that
are simple and functional can
make Art and Music accessible
to vastly more people
and not only to the experts.
7. Technical requirements
In this block we analyze the
logical and physical requirements
(software
and hardware
equipment)
necessary to develop
an initial interactive
application (a beta application,
running in personal computer)
and those matters
related to
the development of the MII
final project based on a
VR interactive
application
(a complete
digital project
running
in an immersive
platform).
7.1. Software
Next, we specify some computer
programs required to develop
MII.
7.1.1. 3D Entities: Modeling
and Animation
Specific programs prepared
to creation of volumes
-vectorial structures-
constituted by polygonal
surfaces and meshes.
• Discreet 3DStudio MAX.
• Alias/Wavefront Maya.
7.1.2. Paint Images
Specific programs prepared to creation of -bitmaps-images, ideals
to embed to those surfaces that
compose the constituent base of the 3D environment. • Adobe Photoshop.
• ...
7.1.3. Virtual Worlds Modeling
Specific programs prepared to creation and modification of graphic
entities disposed to be showed
using VRML players.
7.1.4. Virtual Worlds Viewer (Players)
Specific programs prepared to visual
representation
of graphic entities created in VRML format.
• Cosmo Player.
• Cortona VRML Client.
• Sony Community Place.
7.1.5. Programming Languages
Indispensable programs to creation and interpretation of objects
and actions in any VR and
VRML application.
• C++.
• Java.
• VRML.
• HTML 7.2. Hardware
7.2.1. Conventional Digital Devices: Computer + Instruments to
execute interactive experiences
The PC or
workstation
screen
will be the graphic
means
of diffusion
that
-aided
by visualization
devices,
type
HMD and others
disposed
like
sensors coupled
to a
data glove
or
a joystick/mouse-
displays
all the
interaction specifically
designed
for
this
concret virtual
environment.
Likewise,
the
sequence related
to
the creation
of
formal and
sound
entities
that
integrate
our
VR and/or
VRML
creation
requires
computer
devices
in
accordance with
the
methods of design
employees
in
CAD projects;
that
is
to
say: we
need
computers
that
include
a potent
processor
and
enough readiness
as
for devices
in
charge to
develop
graphic
process
tasks.
Beyond
these
traditional
computational
devices,
next
we
expose
the
more
efficient
machine
in
which
we
want
develop
and
show
our
project
MII:
the
CAVE.
7.2.2.
CAVE
The
CAVE is
a virtual
immersion platform,
like a
small room
(10x10x10 ft.).
In their
walls and
roof are
projected 3D
images. Introduced
in this
reduced space
the user-visitor
experiments the
sensation of
being in
an encircling
environment where
he can
collect optic
and sound
sensations extracted
from the
purest sensorial
reality belonging
to the
well-known or
unknown nature.
 Figure
10. MII
in the
CAVE
Today
- possibly - the
more perfect
multiuser platform
created to
perform a
virtual immersion.
Inside we
can interact
in a
fictitious environment.
8. Bibliography
BERTIROTTI
A., L'uomo, il suono e la musica, Firenze
University Press, Firenze., 2003.
BRODLIE,
K.W. et al. Scientific Visualization, techniques and applications.
Springer-Verlag. 1992.
EARNSHAW,
A.; GIGANTE, M.; JONES, H. Virtual Reality Systems.
Academic Press. San Diego, 1993.
FREEMAN,
H. (Ed.). Machine Vision for Three-Dimensional Scenes. Edit. Academic
Press. San Diego, 1990.
GRAU,
O. Virtual Art. From Illusion to Immersion. The
MIT Press. Cambridge, 2003.
HEIM,
M. The Metaphysics of Virtual Reality. New
York and Oxford University Press. 1993.
HELSEL,
S.; ROTH, J. Virtual Reality: Theory, Practice and Promise. 1991.
KANDINSKY,
V. Punkt
und Linie zu Fläche.
München
1926. Edizione italiana: Punto, linea, superficie. Milano
1968.
KANDINSKY,
V. Scritti intorno alla musica, a cura
di N. Pucci, Fiesole 1979.
KRISHNAMURTHY,
B. Data Visualization Techniques.
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LÉVY,
P. Becoming Virtual: Reality in the Digital Age. 1998.
RAMACHANDRAN,
V.S. and HUBBARD, E.M. (2001). Psycholophysical investigations
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SCHOREDER,
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L., Kandinsky e Skrjabin, Akademos & Lim,
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VINCE,
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9. References
1) CYTOWIC R. E., Synesthesia, a union of
the senses,
MIT press, 2002. [back]
2) G. A. CALVERT, C. SPENCE, B.E.STEIN, The Handbook of
Multisensory Processes, MIT press, 2004. [back]
3) MARKS, L. E. (1975). “On coloured hearing
Synesthesia: Cross-modal translations of sensory dimensions”. Psychological
Bulletin,
82, 303-331. [back]
4) SHAMS, L., KAMITANI, Y., & SHIMOJO, S.
(2002). “Visual illusion induced by sound”. Cognitive Brain Research,
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14, pp. 147-152. [back]
Pictures by Manuel Viñas Limonchi |