AVOL: Towards an Integrated Audiovisual Expression ISEA Istanbul, 14.9.2011 Nuno N. Correia Aalto University, Media Lab Helsinki
May 24, 2015
AVOL: Towards an Integrated Audiovisual Expression
ISEA Istanbul, 14.9.2011
Nuno N. Correia Aalto University, Media Lab Helsinki
Introduction
• AVOL (AudioVisual Online) is an interactive audiovisual project for the Web,
• by Portuguese new media artists Video Jack (Nuno N. Correia and André Carrilho).
• It aims to allow for an integrated musical and visual expression, in a way that is playful to use and engaging to experience.
• It was released in December 2007, and further developed until 2010.
• Link: http://www.videojackstudios.com/avol/
Introduction
• AVOL is one of the 4 projects chosen by the Portuguese Ministry of Culture for their net art portal.
• It follows upon previous work by Video Jack, such as Heat Seeker (2006).
• In previous Video Jack projects, the sound element was manipulated separately from the visual element.
• In AVOL, Video Jack aimed to integrate the two elements – audio and image – under the same application and the same interface.
Introduction – Presentations
• In 2008, AVOL was presented as installation at the following festivals: – Cartes Flux, Espoo;
– Re-New, Copenhagen;
– Create, London;
– Live Herring, Jyväskylä.
• And as performance (also in 2008) at these festivals: – Abertura Festival, Lisbon;
– Electro-Mechanica Festival, St. Petersburg.
Introduction – Recent Developments
• In 2010, 3 of the 28 audio loops were updated.
• Also in 2010, video captures of AVOL were uploaded to Video Jack video websites (YouTube and Vimeo), and embedded on the Video Jack website.
• AVOL music was also composed and embedded.
• These additional media elements are meant to provide complementary ways for users to experience the project, and also to understand its possibilities.
• http://www.videojackstudios.com/projects/avol/
Introduction – Contextualization
• AVOL can be contextualized with other works that have explored integrated audiovisual expression.
• In the early 20th century, Oskar Fischinger and Walther Ruttman created visual music films in Germany – a combination of tinted animation with live music (Moritz 1997).
• John Whitney is “widely considered ‘the father of computer graphics’” for his explorations of computer-generated manipulation of visuals through mathematical functions (Paul 2003, p. 15).
Introduction – Contextualization
• Golan Levin is one of the artists that have explored audiovisual creative expression, in works such as Audiovisual Environment Suite (AVES) (1998-2000), – “an interactive software that allows for the creation and
manipulation of simultaneous visuals and sound in real time” (Paul 2003, p. 133).
• In 2006, Nintendo released Electroplankton, by artist Toshio Iwai, – a series of aquatic worlds “filled with different species of
plankton that can produce sound and light when you interact with them” (Davis 2006).
Design
Design – IAVOs
• Visuals and music, together with the graphical user interface (GUI) that controls them, are grouped in 7 IAVOs (Interactive AudioVisual Objects).
• Each IAVO contains 4 audiovisual options (“sets”), allowing users to create diversified combinations of music and visuals.
• The visuals consist of abstract concentric vector animations that are audio-reactive.
• The reactivity to each sound is based on the scaling of the respective animation proportionally to the sound amplitude.
Design – Sound
• The sound loops were grouped into coherent entities as much as possible, similarly to band members on a stage.
• Four of the loops are rhythmical (bass drum, snare drum, hats and clicks) and the remaining three melodic (keyboard, guitar, strings).
• All loops have same tempo (120 bpm) and the same duration (16 seconds).
• They were composed with the purpose of being coherent and harmonious independently of the active combination of sounds.
Design – Graphics
• Each of the 4 “sets” of animations has its color palette and type of shape.
• There was an interpretative differentiation according to the nature of the corresponding sound.
• Despite these nuances, the animations were designed to be harmoniously interchangeable.
• The use of vector graphics ensures that the animations are scalable and react fluidly to sound.
• The animations, although abstract, suggest natural shapes.
Design – Interaction
• The four white petal-shaped buttons trigger each of the four loops associated with the IAVO.
• When users activate one of the loops, new elements appear on the IAVO’s interface: – three “traffic light” buttons (stop, auto and solo),
– and a draggable “ring” encompassing the “petal” buttons,
– Incorporating minus and plus volume buttons.
• The “petal” aesthetics of IAVO buttons is meant to be harmonious with the animations, which also resemble flowers.
Design – Interaction
IAVO diagram
Design – Comparisons
• The animations in AVOL resemble John Whitney’s floral compositions: – “all colors move into the ring simultaneously from all sides,
forming circles within circles all scintillating smoothly in a floral configuration” (Youngblood 1970, p. 220).
• There is also some resemblance between AVOL’s flower-like objects and the plankton in Electroplankton, even more apparent when collisions occur.
Evaluation
Evaluation – Initial Conclusions
• The author considers that AVOL was successful in terms of playfulness and engagement, due to:
– the IAVO approach – entities composed of UI elements controlling sound and audio-reactive animations;
– the harmony, coherence and mutual agreement of the audiovisual content.
Evaluation – Initial Conclusions
• However, the author detects several shortcomings in AVOL: – a limited amount of sounds and animations to interact with;
– few audio manipulation options.
• These shortcomings limit the versatility and expressiveness of AVOL.
• A new project was released in 2010 to address these issues: AV Clash (http://www.avclash.com).
Evaluation – AV Clash
• AV Clash connects to Freesound.org, retrieving nearly 240 sounds from the online database.
• It contains a larger number of animations (96).
• Audio manipulation capabilities include audio effects ('echo' and 'filter') and sound trimming.
• The sound character is substantially different.
• But there are several similarities between both, mainly in terms of visuals and interaction design
• The number of IAVOs in AV Clash was reduced to 4.
Evaluation – Questionnaire
• In the first half of 2011, an online questionnaire was setup to evaluate AV Clash.
• The questionnaire contained closed and open-ended questions, and was answered by 22 anonymous respondents.
• It included questions comparing AV Clash with AVOL.
Evaluation
16
5
1
Did you spend more time interacting with AV Clash or with
AVOL?
AV Clash
AVOL
Approximately the same time
Evaluation
• Why did you spend more time interacting with AV Clash than AVOL? [16 users; multiple choice question]
– 73% [11]: larger amount of manipulation options;
– 40% [6]: larger amount of content;
– 47% [7]: other.
Evaluation
0
1
2
3
4
5
6
7
8
9
1-Not appealing at
all
2 3 4 5-Very appealing
Did you find the possibility of accessing more sounds and visuals in AV Clash appealing,
compared with AVOL?
Evaluation
0
1
2
3
4
5
6
7
8
9
1-Not interesting at
all
2 3 4 5-Very interesting
Comparing to AVOL, are the additional audio manipulation options in AV Clash interesting?
Evaluation
0
1
2
3
4
5
6
7
1-AVOL, much more
2 3 4 5-AV Clash, much more
Comparing the different sound and music approaches of AV Clash and AVOL, which one contributes to a more enjoyable experience?
Evaluation
• Why did you prefer the sound and music approach of AVOL? [7 users; open-ended question]
– synchronization of loops;
– curation of sounds;
– inclusion of percussive elements.
Evaluation
8
8
6
Which is easier / more intuitive to use, AV Clash or AVOL?
AV Clash
AVOL
They are on the same level regarding intuitiveness
Evaluation
• Why is AVOL easier to use? [8 users; open-ended question]
– 6 users mention the simpler interface and fewer options.
Evaluation
13
2
5
2
Which project gives you a higher feeling of creativity?
AV Clash
AVOL
They both gave me the same feeling of creativity I didn't get any feeling of creativity from either
Evaluation
• Why does AV Clash give you a higher feeling of creativity? [13 users; open-ended question]
– 7 mention more manipulation options,
– 1 mentions more variety in sound.
Evaluation
• Why does AVOL give you a higher feeling of creativity? [2 users; open-ended question]
– One user mentions that the sounds "fit together nicely", and that switching between them created interesting results.
Evaluation
• Why did you get the same / no feeling of creativity from either? [7 users; open-ended question]
– One user considers that both projects shape the sound and visuals too much to allow for his/her own creativity,
– and another mentions that the projects are "too structured".
Conclusions
Conclusions
• The results show that users value the additional content and functionalities of AV Clash.
• These additions contribute to a greater engagement than its predecessor.
• However, extra manipulation options and added content come at a cost in terms of usability.
• Moreover, AVOL comes close to AV Clash in terms of sonic enjoyment.
Conclusions
• Therefore, even though the majority of respondents favor AV Clash,
• there seems to be a significant number of users who prefer a simpler project such as AVOL,
• with fewer options and content,
• but with curated and more harmonious sounds.
• A possible future path could concentrate more on playfulness and intuitiveness, targeting these users.
Conclusions
• Some of the users are dissatisfied with the creative and expressive potential of both projects, – considering that they are "too structured" and shape the
end result too much.
• Further developments in this line of projects could address these limitations, – expanding the manipulation options, content, and
customization possibilities.
Conclusions
• Personal views on the future of related projects:
• In future developments, emphasis should be given to recording and sharing capabilities. – Net art audiovisual projects should take advantage of their
online presence to facilitate the recording and distribution of user-generated content, namely by leveraging social media.
• Multi-touch mobile devices are attractive for future interactive audiovisual projects, – since they allow for a more direct and flexible manipulation
of visuals than a pointing device interface.
References
• Davis, R., 2006. Electroplankton Review. GameSpot, January. http://www.gamespot.com/ds/puzzle/electroplankton/review.html, referenced 22/08/2011.
• Moritz, W., 1997. The Dream of Color Music and the Machines that Made it Possible. In Animation World Magazine, Apr. 1997. http://www.awn.com/mag/issue2.1/articles/moritz2.1.html, referenced 22/08/2011.
• Paul, C., 2003. Digital Art. Thames & Hudson, London.
• Youngblood, G., 1970. Expanded Cinema. P. Dutton & Co., New York. http://www.vasulka.org/Kitchen/PDF_ExpandedCinema/ExpandedCinema.html, referenced 22/08/2011.