Category Archives: The Ring

Looking Ahead: The Future of The Ring

As The Ring continues to evolve, reflecting on its development reveals opportunities to refine, expand, and elevate its impact as an immersive audio-visual installation. From overcoming technical challenges to exploring new creative dimensions and exhibiting in more suitable environments, the future of The Ring holds potential for key adjustments and growth. Below, I discuss key aspects of its ongoing transformation and how these align with its ambitions, including the possibility of showcasing the installation in a multi-channel format at events like Amoneus.

Troubleshooting and Technical Refinement

One of the persistent challenges during the installation’s journey has been technical reliability, particularly regarding its LED animation and control systems. Previous iterations revealed vulnerabilities in the hardware, such as microcontroller malfunctions, which impacted the intended immersive experience. For The Ring to reach its full potential, addressing these challenges is a priority.

Future iterations will benefit from proper testing protocols and improved design architectures. For example, implementing modular systems that allow for easy troubleshooting and replacement on-site will minimise downtime. Additionally, having backup hardware readily available can mitigate unforeseen failures during transportation or setup. Such refinements will ensure the installation operates seamlessly, allowing the creative vision to shine through without technical disruptions.

Expanding the Scope: New Audio-Visual Games

A key element of The Ring’s appeal is its ability to transform participants into performers, using their movements to shape soundscapes and visuals. Building on the foundation of the Entry Scene and Scale Game, I aim to develop a broader series of audio-visual games. These new games will enhance interactivity and expand the creative possibilities for participants.

One concept in development involves introducing percussive elements that respond to gestures, enabling participants to create dynamic, rhythm-based compositions. Additionally, integrating adaptive visuals that react to movement speed and proximity can deepen the connection between sound and light, resulting in a more immersive experience. These new games will challenge participants to explore not just the installation’s features, but also their own creativity and physical expression.

Extending the Sound Design

Sound design is central to the immersive experience of The Ring, and there is significant potential to make it even more sophisticated and diverse. Incorporating percussive elements is a natural next step, enabling participants to trigger beats or rhythmic patterns through specific gestures. The tactile quality of percussive sounds can enhance engagement, adding a visceral dimension to the installation.

Beyond percussion, expanding the range of MIDI CC parameters controlled by the gloves will provide more nuanced sonic manipulation. For instance, allowing participants to adjust reverb, delay, and distortion dynamically will give them greater creative agency. Pairing this with harmonic complexity, such as customisable scales and tonal palettes, will enrich the auditory experience, making it more versatile and expressive.

Finding the Right Environment

Exhibiting The Ring in environments that support its immersive qualities is crucial. While previous showcases in club settings offered energy and spontaneity, the chaotic soundscape and limited control over space created challenges for both the installation and the audience experience. Moving forward, The Ring would thrive in venues that allow for a more focused interaction, such as gallery spaces or dedicated areas within larger events.

Gallery spaces offer controlled acoustics and lighting, enabling the intricate details of The Ring to be fully appreciated. If presented at high-energy events, having a dedicated, quieter area would allow participants to engage with the installation without external distractions. By carefully selecting exhibition environments, The Ring can deliver its intended impact more effectively.

Taking The Ring to Multi-Channel Formats

One of the most exciting opportunities lies in showcasing The Ring in a multi-channel audio setup, where sound can move spatially around the audience for a fully immersive experience. Multi-channel formats elevate the auditory dimension, creating a 360-degree sound field that interacts with the visual elements in real time.

Platforms like Amoneus provide an ideal stage for this next phase. Known for its focus on innovative and immersive installations, Amoneus fosters a space for cutting-edge art to thrive. Submitting The Ring to such platforms opens the possibility of exhibiting it in a format that aligns with its ambitious goals. A multi-channel setup would allow participants to experience sound and light in an entirely new way, enveloping them in a dynamic interplay of movement, sound, and visuals.

Challenges of ‘The Ring’ Installation

Renowned industrial and goth venue Electrowerkz in Angel, London

1. Experimentation: Trying New Things

One of the core goals of this iteration of The Ring was to integrate new features, particularly synchronizing LED animations with the sonic elements. This was an ambitious addition that aimed to enhance the audience’s immersive experience, creating a seamless connection between sound and visuals. However, as with any new feature, it came with significant technical challenges. The animation relied on a network of microcontrollers to drive the LED strips, a system I had never tested under the constraints of a live club environment.

2. Technical Malfunctions and a Cyberpunk Rescue

The day of the exhibition turned into a chaotic rush to fix critical failures. Several microcontrollers burned out during last-minute adjustments to the power supply. This forced me to drastically scale down the visual aspect of the installation, reducing it to only eight LED strips. On top of that, during transportation, the remaining microcontroller responsible for the animations was damaged, rendering the visuals almost entirely dysfunctional.

In a dramatic turn, a friend saved the day by delivering spare Teensy boards I had ordered as a contingency. His arrival at the club on a bike, handing over the parts while I wore a gimp mask as part of my costume, attracted the attention of the club’s security. The situation, as surreal as it was stressful, felt like something out of a cyberpunk novel. After explaining that the “suspicious” bag contained microchips, we were allowed through. Despite our efforts, the animations remained glitchy and erratic throughout the night. The sound elements, however, worked beautifully, salvaging the overall performance.

3. Budget Constraints

The exhibition proved to be an expensive endeavor. The cost of replacing burned microcontrollers and purchasing spare components quickly added up to hundreds of pounds. Budget overruns due to technical malfunctions underscored the importance of contingency planning and financial flexibility when working with complex installations.

4. Navigating the Stressful Club Environment

Electrowerkz, with its multi-floor layout and pulsing energy, was an exhilarating but challenging venue. The sheer volume of attendees made it nearly impossible to track the order of audio and video recordings during the event. The constant movement of people added a layer of unpredictability to the interaction with the installation. While the chaotic environment suited the experimental nature of The Ring, it also highlighted the difficulty of maintaining control over the documentation process.

5. Overemphasis on Technical Aspects

In hindsight, I recognize that I placed too much focus on the technical and visual components of the installation, to the detriment of the sonic elements. While the soundscapes and interactive scales worked well, they didn’t receive the same level of attention during development, which might have enhanced the overall experience. Striking a balance between the auditory and visual aspects is a key takeaway for future iterations.

6. The Impact of Deadlines

The tight deadline compounded the stress of preparing The Ring. Late nights and last-minute fixes led to technical oversights, such as the power supply issues that caused microcontroller failures. The pressure of time emphasized the importance of thorough testing and preparation well ahead of an event.

7. Loudness Interference

As mentioned in a previous blog post, the loud club environment created a significant challenge for the installation. Despite being placed in a chill-out area, sound from a nearby speaker interfered with the experience. Wireless headphones helped mitigate this issue, but it was a far cry from the intended multichannel audio setup.

Technology behind ‘The Ring’

This blog post will be dedicated to the hard ware part of the installation. The final execution differed from the intended form. I will be talking now about its intended form. The difference from the final executed version and reasons behind will be explained in another blogpost. Intended form of installation consists from:

  • 16 programable LED strips approx 190cm tall (107 programmable LEDs) positioned in the circle.
  • Pair of WiFi motion tracking gloves
  • Control Station
  • Pole with ToF sensor and Bluetooth for triggering the animation (or AV Game)
Programmable LED strip WS2812B – The building block of the visual interface for The
Ring

Gloves contain micro-controller ESP32, IMU sensor BNO055 for tracking the motion, DC-DC buck converter to bring small LiPo battery voltage of 3.7V down to desired 3.3V (operational voltage for both, ESP32 and BNO055). Raw x, y, z data from sensor are processed in micro-controllers and sent via WiFi on separate channels into Control Station.

Control Station

Control Station contains two ESP32 receivers for each glove. Data those are being split and sent into Teensy 4.0 containing logic which converts specific angles from the 360 degrees radius into specific MIDI note of pre-programmed scales, as well as one MIDI CC control. Each MIDI note covers 45 degrees of the circle. Teensy 4.0 can be directly connected with any DAW. Second avenue from the data split is into two Teensy 4.1 which controls LED interface. Each Teensy 4.1 is handling 8 strips. I have chosen this way because I found necessary to use library octows2811. This library enables very fast LED animations simultaneously in comparison to other libraries like FastLED or NeoPixel. I tried those too and found them very inefficient for real-time and fast applications. Control Station also contains a Bluetooth module which receives data from the pole’s ToF sensor.

Pole with ToF sensor and the roest of the Control Station

The Pole contains ToF (Time of Flight) sensor which essentially measures the proximity from and object. Distance data are being sent via Bluetooth module to the Control Station. In the installation it is used to trigger the initial animation and sound upon entering The Ring.

Body as Musical Instrument by Atau Tanak and Marco Donnarumma

The chapter “The Body as Musical Instrument” explores the concept of the human body serving as an integral musical instrument through embodied interaction, gesture, and physiological engagement. This framework synthesizes phenomenology, body theory, and human-computer interaction, examining the physical and technological extensions of the human form in musical performance.

Body and Gesture in Musical Contexts

The body’s involvement in music extends beyond tactile manipulation of instruments to a profound interplay between physicality, sound, and space. For example, brass instruments engage the player in a feedback loop, where acoustic resistance informs and adapts the performer’s physiological response, creating an interactive system of sound production and embodiment (p. 2). This phenomenon is tied closely to proprioception, the body’s innate sense of position and movement. Proprioception bridges conscious and unconscious motor control, allowing musicians to refine gestures and adapt their performance dynamically, as seen in how instrumentalists use diaphragmatic control to modulate tone or avoid injury (pp. 3–4).

The concept of body schemata, as discussed by Merleau-Ponty, highlights how the body integrates tools and instruments into its sensory and motor systems. For instance, the example of an organist illustrates how performers do not rely on the objective positions of pedals or stops but incorporate these elements into their extended proprioceptive field, creating a seamless interaction between body and instrument (p. 5). Musicians thus engage instruments affectively, using gestures that are intrinsically tied to their expressive intent, rather than merely mechanical actions (p. 6). The concept of Body schemata with involvement of digital technology, as I understood it, can be explicitly spotted in the video below.

Atau Tanaka, Suspensions for Piano & Myo Armband performed by Giusy Caruso – a

Embodied Interaction and Technological Extensions

Technological advancements have amplified the role of gesture and the body in music, creating opportunities for innovative embodied interactions. Biosensors, such as EMG (electromyogram) and EEG (electroencephalogram), detect physiological signals directly from the body, transforming muscle movements or brain activity into musical control inputs. These devices exemplify the transformation of the body into a musical medium, a development highlighted by early gestural electronic instruments like the Theremin (pp. 7–9). I found particularly interesting the note about posthuman hybridisation of the body with technology. These advancements align with Donna Haraway’s concept of the cyborg, where human and machine interact to form hybrid entities, expanding the expressive potential of the human body beyond traditional boundaries (p. 6).

Paul Dourish’s perspective on embodied interaction further situates these developments, emphasizing that interfaces should not merely represent physical interaction but actively become mediums of interaction (p. 8). In this context, technologies like biosensors and motion capture systems enable performers to seamlessly integrate their physiological and gestural inputs into musical creation, fostering more profound connections between body, instrument, and sound.

Gestural and Physiological Performance Practices

Recent works demonstrate the evolving interplay between body and technology. Atau Tanaka’s Kagami (1991) transformed muscle tension, detected via EMG signals, into MIDI data to control digital sound, establishing a direct and intuitive connection between gesture and sonic output (p. 13). Marco Donnarumma’s Ominous (2013) extended this approach, using mechanomyogram signals to create interactive soundscapes shaped by whole-body gestures, effectively molding sound like a sculptural material in space (p. 14). These examples emphasize the transition from static instrument manipulation to adaptive systems where performer and instrument co-evolve (pp. 16–17).

These practices challenge traditional control paradigms by fostering adaptive configurations in which the instrument responds dynamically to the performer’s physiological and gestural inputs. For instance, in Ominous, the interplay between the performer’s muscular activity and the neural networks driving the instrument illustrates a symbiotic relationship, blurring the boundaries between human control and technological agency (p. 16).

The integration of gesture, body, and technology redefines the concept of musical instruments, positioning the human body as a central, adaptable, and dynamic component in sound creation. Through physiological processes and technological extensions, performers achieve novel interactions with space, sound, and audience. As this chapter demonstrates, the body as a musical instrument not only adapts to evolving technologies but also transforms them, extending the boundaries of human expression in music (pp. 17–18).

This synthesis of embodied interaction, gesture, and physiological integration creates emergent musical forms, aligning with the posthuman notion of hybridized entities that merge physical and digital realms in artistic practices (p. 18).

Atau Tanaka has been a significant inspiration for my practice, particularly as I reflect on the similarities and differences between our approaches, especially in relation to The Ring. While we both explore the concept of the human body as a musical instrument, our perspectives diverge. Tanaka primarily focuses on internal aspects, such as muscle tension and physiological signals, whereas my work emphasizes external bodily movements. Additionally, The Ring seeks to extend this exploration by engaging the audience, aiming to dissolve another layer of duality—not only between body and sound performance but also between the audience and the art piece itself.

Bibliography:

Tanaka, A. and Donnarumma, M., 2018. The Body as Musical Instrument. In Y. Kim and S. Gilman (eds.), The Oxford Handbook of Music and the Body. [online] Oxford University Press. Available at: https://doi.org/10.1093/oxfordhb/9780190636234.013.2 [Accessed 27 Nov. 2024]

Sound design for ‘The Ring’ installation

At this stage of the installation’s development, I have created two distinct “sonic situations” that are integral to the experience: the Entry Scene (also known as the Entry AV Game) and the Scales (or Scale Game).

The Entry Scene: Adjustments and Execution

The Entry Scene was initially designed to create visual and auditory transition for participants as they stepped into the circle. My original concept was to have 16 LED strips progressively light up from left and right to the middle in the front, converging to form a complete ring that encloses the participant. However, due to a severe hardware malfunction the day before the exhibition, I had to scale back the animation to utilise only 8 LED strips. Despite this limitation, the adjustment preserved the core concept of creating an engaging and immersive entry point for the installation.

The sonic aspect of the Entry Scene complements the visual elements by employing rhythmic drum steps that align with the LED animation. As the LED strips transition step by step from white to red, the accompanying drum sounds build intensity, shrinking visually and aurally into a thin ring of light. The drum sound itself is a processed sample, crafted from a recording of a rusty metal tank in my basement. The raw, industrial quality of the sample adds a tactile and somewhat primal atmosphere to the scene, reinforcing the visceral nature of the installation’s aesthetic.

The initial 2×8-step Entry Scene featured a distinct spatial imaging compared to the final 8-step version. In the original setup, 8 drum steps moved to the left and right, converging in the center at a distance from the listener. Reverb was applied to enhance the perception of depth, while panning emphasized the directional movement, creating a more immersive spatial experience.

The final 8-step Entry Scene progresses from left to right, featuring a different panning approach. The reverb, used to convey a sense of distance, is also applied differently, resulting in a distinct spatial perception compared to the original version.

Final 8 drum step arrangement of the Entry Scene in Ableton Live. I am using my favourite Reverb Valhalla VintageVerb.

A few seconds after the Entry Scene, The Scale AV Game begins. Each glove is programmed to control a different musical scale—G Minor for the left glove and D Major for the right. The tilt of the left glove also controls a MIDI CC parameter. Currently, only one parameter is implemented to keep the setup simple, but I plan to expand this functionality by adding more MIDI CC parameters to control additional effects in future iterations.

I’ve chosen a simple Saw64 wave in Operator, with a touch of reverb and delay. When the left hand is tilted, the pitch of the note shifts by up to 100 cents, creating a “pulling” or “tuning string” effect in the sound.

Playing scales by an audience / performer

Inspiration for a New Project: A MIDI Theremin with Visual Feedback

After extensive work with LED strips, particularly the WS2812B, I found myself inspired to create something new while working on The Ring. One improvised idea that emerged during the development of the scales in The Ring was to design a Theremin-like MIDI controller. This device would allow the user to trigger MIDI notes from a pre-programmed scale without physical contact, relying on motion sensors and providing visual feedback through LEDs. The concept was a natural extension of my work, utilising my growing expertise in coding, microcontrollers, and sensor integration.

To bring this idea to life, I built the MIDI controller using two ultrasonic sensors (HC-SR04), a 60 cm programmable WS2812B LED strip, and an Arduino Micro. The Arduino Micro, equipped with the Atmega 32u4 chip, was particularly suitable for this project as it supports direct MIDI communication with DAWs (Digital Audio Workstations) and other MIDI-compatible instruments. This eliminated the need for additional hardware or software bridges, making the device streamlined and efficient.

I utilized the MIDIUSB and NeoPixel libraries in C++ to program the device. The ultrasonic sensors were configured to detect hand movements within a certain range, triggering MIDI notes based on the distance of the user’s hands from the sensors. Each sensor was assigned to a different musical scale, similarly like gloves in The Ring, creating a dual-layered experience. To add a layer of visual feedback, I programmed the LED strip to light up in distinct colors corresponding to each scale. This ensured that users could easily distinguish between the two scales, enhancing both the functionality and the aesthetic appeal of the device.

The result was a responsive and visually striking MIDI instrument that combined gesture-based control with dynamic lighting. The experience of using this MIDI Theremin went beyond sound; it became a multisensory interaction where movement, sound, and light converged seamlessly.

The MIDI Theremin was successfully performed during the Chronic Illness XXIII event, showcasing its potential in a live performance setting. Watching it in action during the event confirmed its versatility, not just as a standalone instrument but also as a tool for enhancing interactive installations or live sets. I definitely plan to incorporate this MIDI Theremin as a permanent feature in my setup for live musical performances.

Performing MIDI Theremine at Chronic Illness XXIII
Performing MIDI Theremine at Chronic Illness XXIII

Creating ‘AV’ Games

As I touched on briefly in my previous blog post, the Circle series is centered around the concept of audio-visual games, where a designated “conductor” takes control. Positioned within the circle and equipped with motion-tracking gloves, the conductor manipulates sound and visuals in real time, creating an immersive, interactive experience. The LED interface, consisting of 16 LED strips arranged in a ring, serves as the visual canvas for this dynamic interplay.

Building on my prior experience with creating interactive gloves and using motion to control sound, I feel confident in generating and manipulating audio elements through hand gestures. This familiarity has allowed me to focus more intently on exploring and refining the visual components of the installation. My goal is to design an engaging and intuitive system where light and sound not only complement but also amplify each other.

The “Entry Game”: A Gateway to Interaction

The first element I’ve programmed for The Circle series is the “Entry Game.” This game is designed to trigger automatically as the conductor steps into the circle. The concept behind the Entry Game is to provide an immediate, engaging introduction to the system. Upon entry, the motion-tracking gloves activate a sequence of lights on the LED strips, signaling that the conductor has entered a new interactive domain. This game acts as a gateway, setting the stage for deeper levels of interaction while ensuring the conductor feels immersed from the outset.

“Digital Hula Hoop”: A Work in Progress

Another game currently in development is the “Digital Hula Hoop.” This element focuses on creating a visual and sonic interplay that responds dynamically to the conductor’s movements. The idea is to program two light circles in different colors, representing the conductor’s hands. These circles will move and tilt within the LED ring based on the motion data captured by the gloves.

At this stage, the animation for the Digital Hula Hoop is automated and does not yet include sound integration. However, the visual elements are being refined to ensure smooth and intuitive responsiveness. The next step involves linking the motion-tracking data to control the position and orientation of the light circles dynamically.

On the auditory side, I envision pairing the light movements with evolving drone sounds. The amplitude and distortion of the sound would change in response to swift horizontal hand movements, creating a sense of energy and tension. Additionally, vertical hand motions could modulate the pitch, adding depth and variety to the soundscape. The ultimate goal is to achieve seamless synchronization between sound and visuals, where each gesture transforms the conductor into a performer and the LED ring into a living, reactive instrument.

I added dramatic sound design which is suppose to evoke entering to the cybernetic liminal space.

Arrangement of samples in Ableton Live – 8 drum hits slowly panning to the left corresponds with the animation movement of 8 LED strips with the ‘shrink’ drone in the end.
Test of the ‘Entry and the shrink drone in limited light sequence 1, 2 and 8 only – Amount of lights is this time limited due space restrictions in the studio.

While the The Ring series is still in its early stages, the progress so far has been exciting and illuminating. The combination of intuitive hand-controlled soundscapes and visually dynamic LED animations offers immense creative potential. Moving forward, I aim to refine the interaction mechanics, ensuring that the system is not only responsive but also rewarding for both the conductor and the audience. Each game in the series will build on the others, gradually increasing in complexity and encouraging deeper engagement with the installation.

Automated Digital ‘Hula Hoop’ animation on LED interface recently expanded in length.

Interactive Audio-Visual Installation ‘ The Ring’

I have decided to incorporate my Sonokinetic Arduino gloves to complement the programmable LED strips in The Ring. This marks an initial step toward a broader interactive audio-visual installation.

The Ring explores the convergence of audience and artist roles within club culture through sonic and visual mediums. It examines how the commercialization of DJ culture and the rise of social media impact immersive experiences in nightclubs, where the focus often shifts from artistry to consumerism. The installation also considers whether the constant evolution of digital technologies might provide an alternative solution through the creation of hybrid art forms.

The piece aims to democratize and decolonize club spaces by encouraging direct audience participation, disrupting the traditional dynamic where the DJ serves as the central focus while the crowd remains passive. Instead, The Ring invites attendees to actively engage, turning them into co-creators of the experience.

Drawing on Haraway’s (Haraway, 2016) cyborgian narrative, The Ring integrates the communal aspects of a club night, affective immersion, and the blurring of boundaries between artist, artwork, and audience. It creates a semi-virtual space where sonic, visual, and social elements converge into a hybrid form, challenging conventional distinctions and offering a reimagined experience of club culture.

Bibliography:

Donna Jeanne Haraway (2016). Manifestly Haraway. University of Minnesota Press.

Commission for motion tracking gloves

The inspiration for The Ring began in an unexpected and somewhat serendipitous way. I came across a striking visual of an unknown installation while scrolling through social media. The image captured my imagination, and I immediately thought, “I’d like to replicate something like this.” What began as a visual exercise—a simple attempt to recreate the aesthetic appeal of the installation—soon evolved into a much more ambitious project. As I delved deeper, I realized the potential to expand the concept by incorporating sonic and interactive elements. These additions aligned with my broader interest in creating immersive, multisensory experiences.

The idea began to take form after a shift in priorities around a separate commissioned piece I was working on at the time. Suddenly free to explore my own creative directions, I decided to use this opportunity to build upon the initial inspiration. What started as a purely visual experiment grew into an exploration of audience interaction, embodiment, and the integration of sound and motion.

In September, my friend Matteo Chiarenza Santini approached me with an intriguing request. Matteo was collaborating on a live performance for FKA Twigs and had been tasked with sourcing a pair of simple, interactive motion-tracking gloves for the performance. He reached out to me, asking if I could create a prototype that would meet the technical requirements.

Excited by the challenge, I began working on the gloves. Using my experience with Arduino and similar technologies, I designed a simplified version of an earlier prototype. The gloves featured BNO055 IMU sensors for precise motion tracking and ESP32 microcontrollers for data collection and Wi-Fi transmission. Each glove was capable of sending raw x, y, z axis motion data to a Teensy board, which interfaced with Max For Live, enabling users to control parameters in real-time. Additionally, the gloves supported direct MIDI communication, making them compatible with Ableton Live and other DAWs.

Although the gloves were completed, they were ultimately not used in FKA Twigs’ performance. Initially, this was disappointing. However, the experience of building the gloves and the creative potential they represented sparked a new wave of ideas for me. What if these gloves became the foundation for the interactive installation I had been contemplating? The thought of integrating motion-tracking gloves into an installation seemed like the perfect opportunity to explore the interplay between movement, sound, and interactivity on a deeper level.

This unexpected twist marked a turning point in the development of The Ring. The gloves became the starting point for an installation that not only reflected my fascination with visual aesthetics but also pushed me to explore how movement could shape soundscapes and create immersive environments. What began as a technical experiment transformed into a project driven by the potential to blur boundaries between performer, audience, and artwork.