This paper presents BeHAVE, a web-based audiovisual piece that explores a way to represent personal behavioral data in a multimodal approach, by visualizing and sonifying this data based on the form of a heatmap visualization. As a way of typical visualization, it shows the location and time records of the author’s mobile phone use as clustered circles on an interactive map. In order to explore all of the data sequentially in a short period, it also transforms a year of data into sound and visuals based on a microsound timescale. By suggesting this multimodal data representation as a means of revealing one’s personality or behavior in an audiovisual form, BeHAVE attempts not only to improve the perception and understanding of self-tracking data but also to arouse aesthetic enjoyment.
Siren is a software environment for exploring rhythm and time through the lenses of algorithmic composition and live-coding. It leverages the virtually unlimited creative potential of the algorithms by treating code snippets as the building blocks for audiovisual playback and synthesis. Employing the textual paradigm of programming as the software primitive allows the execution of patterns that would be either impossible or too laborious to create manually.
The system is designed to operate in a general-purpose manner by allowing multiple compilers to operate at the same time. Currently, it accommodates SuperCollider and TidalCycles as its primary programming languages due to their stable real-time audio generation and event dispatching capabilities.
Harnessing the complexity of the textual representation (i.e. code) might be cognitively challenging in an interactive real-time application. Siren tackles this by adopting a hybrid approach between the textual and visual paradigms. Its front-end interface is armed with various structural and visual components to organize, control and monitor the textual building blocks: Its multi-channel tracker acts as a temporal canvas for organizing scenes, on which the code snippets could be parameterized and executed. It is built on a hierarchical structure that eases the control of complex phrases by propagating small modifications to lower levels with minimal effort for dramatic changes in the audiovisual output. It provides multiple tools for monitoring the current audio playback such as a piano-roll inspired visualization and history components.
With "HIVE" we intend to explore the idea of a sonic intelligence: learning, experiencing, reacting, and finally, “thinking” in sound. Can we model such a system? A system with a body whose morphology is based on picking up and sending sound signals, a system who can learn from its environment and evolve in its response, a pseudo ‘being’ that traces our sonic foot-print and projects our sonic reflection.
Created by fusing aspects of sculptural form, spatial sound, and interactive methods, "HIVE" explores the relationship between sound, space, body, and communication. "HIVE" was produced in 2016 by Sölen Kiratli and Akshay Cadambi and debuted in Santa Barbara Center for Art, Science, and Technology (SBCAST) in December of 2016. It was exhibited at ACM SIGGRAPH Asia 2017, in Bangkok, Thailand, November 28 through 31. More info at solenk.net/HIVE.php
We show how to make Laplacian Eigenfunctions for fluid simulation faster, more memory efficient, and more general. We surpass the scalability of the original algorithm by two orders of magnitude.
Project web page: cvc.ucsb.edu/graphics/Papers/SIGGRAPH2018_EigenFluid.
Media Arts and Technology (MAT) at UCSB is a transdisciplinary graduate program that fuses emergent media, computer science, engineering, electronic music and digital art research, practice, production, and theory. Created by faculty in both the College of Engineering and the College of Letters and Science, MAT offers an unparalleled opportunity for working at the frontiers of art, science, and technology, where new art forms are born and new expressive media are invented.
In MAT, we seek to define and to create the future of media art and media technology. Our research explores the limits of what is possible in technologically sophisticated art and media, both from an artistic and an engineering viewpoint. Combining art, science, engineering, and theory, MAT graduate studies provide students with a combination of critical and technical tools that prepare them for leadership roles in artistic, engineering, production/direction, educational, and research contexts.
The program offers Master of Science and Ph.D. degrees in Media Arts and Technology. MAT students may focus on an area of emphasis (multimedia engineering, electronic music and sound design, or visual and spatial arts), but all students should strive to transcend traditional disciplinary boundaries and work with other students and faculty in collaborative, multidisciplinary research projects and courses.