
Sandbox facilitators employ new creative media tools, designed specifically to enable participants to gather and store relevant information, to bring people, their stories and digital technologies together in a creative and user-friendly way.
Re:Blogging creative mobile and wireless art projects
"high streets and back streets"
Participants carry umbrellas made of electromagnetic field (EMF) shielding fabric that enable them to actively shape the surrounding environment of radio waves. By orienting the umbrella in different ways, one is able to filter the interfering radio signals and select a single audio stream to listen to. The movements of the crowd are sensed by accelerometers attached to the umbrellas and this data is broadcast locally to the sound makers via an ad-hoc wireless network, who in turn use these data streams to modify the sound streams.
Sound sources might include real-time ambient sounds produced by a sound artist, a spoken word performance or live music from a local or remote location mixed in real-time by mobile DJ, for example.
This is one of many exciting projects by Mark Shepard.Working with mobile audio devices like the iPod, the toolkit enables anyone with access to wireless (WiFi) "hot zones" to install a "sound garden" for public use. Using a WiFi enabled mobile device (PDA, laptop, mobile phone), participants "plant" sounds within a positional audio environment.
These plantings are mapped onto the coordinates of a physical location by a 3D audio engine common to gaming environments - overlaying a publicly created soundscape onto a specific urban space. Wearing headphones connected to a WiFi enabled device, participants drift though virtual sound gardens as they move throughout the city.
In LEVEL 1 players use the DS to “sniff” out open and closed WIFI hotspots. These are marked as playclouds (areas in the city where RFID tags can be placed). Players or cyclists chalk the symbol of a DS d-pad knob to indicate that a playcloud has been created. The location of the playclouds are stored on the DS as text file and is up-loaded to a Google map to store the data. This game data is overlayed on a map of the city with black and white polygons to represent players location.
The playclouds are assigned a base sound, used later in the concert, and at this point a player can view the map and begin to create a score of music, or simply use it to locate their nearest open WIFI spot.
LEVEL 2 invites players to find the playclouds and place RFID tags at their location. The system automatically assigns them a sound. This again is stored on the DS and transferred to the online map - updated with each tag.
LEVEL 3 is the live concert.
Players return to playclouds, scanning their own and other player’s tags, to play the sound on the DS. Each player becomes an instrument in the orchestra of RFID readers.
Throughout the levels players are awarded points for finding clouds, placing tags, and generating music, and thus the Blitz Play Hero is declared.
Explore places such as:
"Rider Spoke is a work for cyclists combining theatre with game play and state of the art technology."
"We explore the use of public space and everyday behaviours for creative purposes, in particular the city as an interface and mobility as an interaction model for electronic music making."The city becomes an interactive and physical interface. The architecture and urban surrounding provide a built infrastructure to use creatively. The everyday activity of walking or cycling through the urban space can be translated into movement and choreography and captured by the city interface. Through the use of mobile and wireless tools this movement can be translated into narrative and creative feedback.
Distance Made Good: Flow Lines (2004), Hamilton and Southern worked with local people to make a new map of Lancaster and Morecambe, UK, by using the Landlines system based on the lives of the people living and working there, and of the places.
The walkers (a group of local residence) were invited to make journeys that in some way represent who they are in conjunction with being a landmark for the city they live in (e.g. A participant in Morecambe took us for a walk along the seafront, as for him the seafront represented Morecambe, and it was a route he regularly took when walking his dog).
Thirty four walks were recorded using a GPS device, and were represented together in the gallery on two map like screens folded into the space.
In their project: Running Stitch (2006) the artists gave exhibition visitors a GPS-enabled mobile phone to track their journeys through the city centre. These walks created GPS line drawings of the walker's movements projected live in the gallery to disclose hidden aspects of the city. Each line drawing was sewn in real time into a large 5m x5m hanging fabric to show an evolving tapestry that revealed a sense of place and interconnection between the walkers and the city. (re:blogged from their respective websites)
What are the transformative qualities of digital technology - specifically those of mobile and wireless media - and how do these new channels of communication inform and inspire young people to think and act creatively?