Luca Migliore

Loquor

Flowing sounds of life

  • Laboratory of Interaction Design, Iuav University in Venice (Italy)
  • Professor: Philip Tabor and Gillian Crampton Smith
  • When: from March 2012 to May 2012
  • Teammates: Luca Migliore, Ornella Giau, Tina Maitan and Fei Yu
  • Technology involved: Adobe Creative Suite, Processing, OSC Communication Protocol and CYA People Vision

Loquor (latin for “I talk”), is an interactive audiovisual installation and its main aim is breathe new life into he city, taking back in real time the special soundscape of the whole city of Venice.
The City is modifying by the huge amount of turists, the citizen are escaping and more tourists are coming. Venice is being a funfair, where people don’t live the City, but they only visited it.
To encourage people to take care to Venice, we develop an installation on the Campiello del Remer(a little square, close to Rialto bridge, easy to see from the Canal Grande, but hard to reach), here people can step on lights and listen the soundscape coming from a specific place of the City.

How it Works
Light paths appear from the well, that is in the center of the campiello (typical venetian little square) and they move in different locations, when they arrive in a predeterminate position the light change form and become lighter. They indicate the location where in real time our system is capturing sounds, the path that they follow for coming in the actual position indicate real street of venice, the light behave as a fluid that want to reach a particular place and it moves on the streets.
Once the light reach the position where the sound was captured it change its shape, and the people could walk on it and activate the sound stream. The sound came from the ground, from around the campiello as an echo of the City, that is coming from a different place to you, to the hearth of the city.

Prototype

We recreated the visual and auditive experience of the real installation. In an indoor space, the user could interact with the installation in a realistic way, in an environment that was at a one to one scale.

Audio and light interaction
For the prototype, we worked a lot on the audio/visual interactions. We created a working prototype, succeding in making graphic and sounds really interact in real time.
For the audio analysis, we decided to record real sounds of the city and then use them to simulate a real sound stream. We managed to create a quite long database of recorded sounds and organized them into five sound streams. We reserved the sixth audio stream to the real time audio interaction: we wanted to let people interact by speaking into a microphone and see the generation of a new graphic light.

My Role
I created the light illusions to the heart of the city.
I cooperated with the other member of the team for the creation of a strong concept, after, I was the one who experimented the most with different ways to represent the visual effect and I worked hard to create the final shape of the animation.
During the prototype phase, I was responsable for the set-up of our hardware materials and the space for the indoor simulation. For the coding part I helped Ornella by writing the anchor point storage code that was used to realize the generative graphic. In the end, with Martina, I shooted the videos, edited and post-producted them.