Capturing movement in Sound R&D

In this post I will share my experiences with my recent Arts Council of Wales funded R&D: Capturing Movement in Sound. This is an overview on the type of devices that I used.  Over the next week, I will be describe technical aspects for people interested in trying out similar ideas.

Capturing Movement in Sound continued my explorations from Circling Above. The goal was to try out a new collaboration along with new methods for gestural interaction. My interest came from a musical perspective but also as a maker of digital music devices. This would be the first time creating a device for someone else to use. I was working alongside dancer/choreographer Jodi-Ann Nicholson.

We structured the project over three weeks. The first week was setup and introduced the devices to Jodi. The devices for me are experiential. I can describe what they do and what sounds they produce, but the interaction has a quality that you have to explore yourself. It is one of the things that really excites me about this technology. The second week was refining the instruments and interactions, then the third was working towards a private showing. During the process, we had visitors to gain other perspectives.  The instruments planned to use were the GameTrak Controller, Xbox Kinect and accelerometers using ESP32 microcontrollers.  The audio and visuals were programmed in Max/MSP. 

Documentation by: Alastair Gray

Overview of Instruments

The planned devices were the Xbox Kinect/webcam, GameTrak controller and an ESP32/Arduino based solution. Before the workshops, I designed interactions to try out with each of the instruments. I also pre-programmed the ESP32 controllers and soldered the accelerometer circuits. The goal was to have minimal programming during the workshop weeks. This meant that we could focus on the movement aspects of the project and not technical details.

 GameTrak Controller 

The GameTrak Controller is a device that I have used in many performances. It is an old PS2 controller that provides 360 degree tracking. They can normally be found on Ebay for around £20. It consists of two joysticks with tethers that stretch out of each to provide 360º control. There is also a foot-switch for additional control. The device connects via USB to your computer and from there you can map the data to whatever you would like.

The main advantage of the GameTrak Controller is that is it is dependable. You plug it in and it tends to work each time with minimal fuss. Because of this it is my backup device for any project that I work on. The negative is that it is not the nicest looking. It also has the tethers so they can restrict the movement of the performer. On the other-hand, you could incorporate the restriction into the concept of the piece. 

Documentation by: Alastair Gray

ESP32 + Accelerometer Control

The ESP32 is a microcontroller similar to an Arduino. The one that I chose was the Firebeetle ESP32 by DFRobot. Before the project, it was the device that I was the most excited about due to its WIFI and Bluetooth capability. My plan was to create a circuit with accelerometers and track the orientation of Jodi's gestures. They worked well during the R&D as there was private WIFI in Chapter Arts for the hire space.

Compared to the GameTrak Controller they need more technical knowledge. Especially in connecting them to WIFI or Bluetooth. First, you will need to make the circuit yourself. This requires the ability to solder. They you need to program in a version of C++ and upload them to the board. They then can send the data to whatever creative programming platform that you use.

Despite the learning curve, there lots of tutorials online. Following them, you can quickly build up the base of knowledge needed for a specific project. The benefits of learning to use them is that it feels like you can do anything with these devices. I love the fact that I am not dependent on any particular device or interaction. I can create a completely new device or interaction from scratch.  This is a strong reason why i would recommend exploring them. Potentially in a simpler project than this first.

Documentation by: Alastair Gray

Xbox Kinect/Webcam

One thing that I had to jettison before the project started was the Xbox Kinect. Since last I used the device, the operating system for my computer had been updated. I researched ways to make it work with Mac OSX Ventura 13 but it was too steep a hill to climb and there were other interactions to explore. It is something that I will come back to. I love the way that the tracking from an Xbox Kinect is wireless. There is a sense of magic to it.

Researching for this part of the project, I did discover openFrameworks which is a toolkit for C++. I am interested in exploring this for future projects as it could be possible to code my own skeleton tracking device. This would be a way to future proof my own projects. It is a downside with using other peoples externals. If they choose to discontinue them, it means that your piece can become out of date. Creating as much of your own material as possible means that you potentially avoid this.

My research also revealed that there are interesting develops in using AI tools for tracking. The only problem was that most of them were behind a paywall that was much too high for this project’s budget. I do feel skeleton tracking is a technology that will grow in influence in the future.

Conclusion

This has been the overview of the type of devices that I used and why. In the next couple of posts, I will go into more detail about the GameTrak Controller and ESP32.  They will be more technical and hopefully help people who are interested in using this technology a head start.  Then there will be a final post where I talk about the interactions and working alongside Jodi.