How to make a ubiquitous soundscape using augmented reality: Read/Write Reality, Ubiquitous Sound at Youbiquity!

AOS will be in Macerata ( May 2-6 2014 ) at the Youbiquity Festival for a workshop in which we will understand how to create an ubiquitous soundscape and installation, to create an immersive geography of sound.

“When you listen carefully to the soundscape it becomes quite miraculous.”

––R. Murray Schafer

From the Youbiquity website:

An immersive workshop whose objective is to create an Ubiquitous Soundscape: a sonic landscape which can be experienced using Augmented Reality, and which can be produced collaboratively, through sound sampling and audio representation of data and information.

 

Participants will learn how to design a specific Augmented Reality smartphone application (iOS and Android), on which to publish their Ubiquitous Soundscape, created through sound samples of any kind and the audio representation of data and information. All of this will form an immersive experience, in which it will be able to walk through the sounds disseminated across natural and urban spaces.

A result of the workshop will be the participation to the second volume of the Read Write Reality publications (you can find the first Read/Write Reality book on Lulu, which was about the creation of an Augmented Reality Movie), and a final show/exhibit/installation, ubiquitously distributed through the streets of beautiful Macerata.

Here is the Program and info for the Ubiquitous Sound workshop

To take part to the workshop you can contact: youbiquity.giorgio@gmail.com  +39 349 6441703

How do you create an ubiquitous Soundscape?

The Soundscape. The sound or combination of sounds which arises from an immersive environment.

This definition of soundscape comes from Canadian composer R. Murray Schafer, who identified three main elements of each place’s soundscapes: the Keynote Sounds, created by nature, geography and climate, and which live in the background of our conscious perception most of the time; the Sound Signals, which are the ones we consciously listen to; and the Soundmark, coming from landmark, which is the sound which is unique to an area.

Bernie Krause classified the elements of the soundscape according to their originating source: the Geophony of a place, generated by non-biological sources; the Biophony, as generated by non-human living beings; and the Anthrophony, generated by human beings.

Both of these definitions can be updated to try to engage the fact according to which entirely new dimensions of space have now entered our realms of perceptions.

Digital data, information and communication has become ubiquitously available and accessible, and everything we do generates data and information somewhere.

We have learned to use all these additional sources of information to transform the ways in which we communicate, work, collaborate, learn, express ourselves and our emotions, relate and consume. Ubiquitous information has entered our daily lives, blurring the boundaries between what is digital and physical, so much that it is progressively loosing sense to make the distinction in the first place.

In RWR UbiquitousSound we wish to address the phenomenology of the Ubiquitous Soundscape.

Our aim is to design a natural way to create and interact with digitally and ubiquitously produced sound in the environment.

As it happens for the biophony, geophony and anthrophony of places, we want to create an Infophony of space, in which we can walk through, orient, experience. We wish to describe and implement the parts of our soundscape which could be created through Ubiquitous Publishing techniques, from social networks, data sets, and from the digital information which we constantly produce from all the places in the world, through our daily lives. We want to make this information physical, evolving, emergent, experienceable, immersive, complex, just as the rest of the soundscape.

We want to create an explicit bridge between the physical and digital realms of our lives, through sound, allowing us to create information ubiquitously, and to experience it immersively.

What we will do

We will create an Augmented Reality application which will allow us to experience the immersive Ubiquitous Soundscape by wearing headphones.

We will create the application together, also co-designing its elements. The application will allow us to load sounds samples and sound-representations of datasets and information, and to map them to a physical space. Then headphones will be used to experience the soundscape in an immersive way: walking up to the sounds, away from them, being able to achieve a new form of sound orientation through the Ubiquitous Soundscape, in the physical world.

We will create our own Ubiquitous Soundscapes.

We will showcase them in a final performance though the streets of Macerata, and though an exhibit.

Who is this workshop for

Any artist, designer, hacker, architect or other who is interested in exploring the possibilities brought on by the opportunity to create ubiquitous sound experiences using samples, data and information.

Although many technologies will be used, no previous technological knowledge is required. The workshop is for everyone. Of course, people with additional technological expertise will be able to appreciate additional levels of detail.

What you need

Your laptop. All your smartphones (iOS or Android).

Optional: sound-related technologies (digital recorders, effects, controllers, software, microphones…).

Publication and digital distribution

Read/Write Reality Ubiquitous Sound will be also a digital publication about the results of the workshop, including as authors also all the participants.

Produced by AOS (Art is Open Source) in collaboration with Teatro Rebis, Youbiquity and Macerata Racconta, this publication will include the critical theoretical approaches used during the workshop, exercises, as well as the description of the techniques and tools used. A digital book for designers, artists, architects, hackers, communicators, ethnographers and developers wishing to expand their perspectives on ubiquitous publishing.

AOS and FakePress Publishing: a showcase at The Others, Turin, with Prinp.com

AOS and FakePress Publishing have been invited by Prinp.com to perform a showcase of our projects in which the idea of “publishing” mutates through the use of technologies such as augmented reality and ubiquitous devices and networks, in a process of reconsideration of the ways in which human beings perceive their cities and spaces, and the ways in which they live, work, entertain themselves, relate to each other and perceive their bodies and identities.

We will present some of the most recent and interesting projects by FakePress Publishing, featuring disseminated books, global publications, ubiquitous conversations and literary works in which thousands of authors contribute in real time from all over the planet.

The presentation will take place at “The Others” art fair, during Turin’s art week, on February 4th at 10pm (but please check on the Fair’s website for updated information on location and times)

Prinp.com is an innovative service dedicated to the innovation of the possibilities for artists, galleries, institutions and other organizations to produce high quality art books.

Microcucina with the Fooders at Streamfest 2011

are you hungry?

Food is at the center of our lives and it is a very powerful thing: when we talk about food we talk about ecology, nature, environment, global economies, pollution, energy, health, love, family, sex, tradition, innovation. Many people also talk about art when they talk about food, and often they use the power of food – the possibility to talk about so many fundamental topics in such an accessible (and yummy and desirable) way – to create rich experiences with both aesthetics and a critical view on the world.

MicroCucina

MicroCucina

We joined our friends the Fooders with the desire to use together the power of food and to create a contemporary narrative with it.

Last year the fooders produced the first Microcucina (Micro kitchen), a minimal, 1×1 meter kitchen that was also a microfestival dealing with artists who work with food.

Each element of the kitchen was a story or an artwork, and you had plenty of objects to play around with, creating a rich beautiful experience, hosted in the kitchen, a typical spot of the house where stories emerge while chatting about.

This year we joined the Fooders to go one step further.

At the Stream Fest 2011 we will produce together the second version of Microcucina, using augmented reality and cross media publishing techniques to create an augmented space in which digital experiences will form out of thin air, narrating stories of food, art, design and planetary awareness.

This is a next-step publishing project by FakePress Publishing, and it will use the MACME and NeoReality software tools, which you can find at the following links:

MACME

NeoReality

also: check back often here on AOS, as both tools will be upgraded in wonderful ways, leveraging the additions we made to create this augmented publication together with the Fooders.

the Next step of publishing at the Salone del Libro in Turin

logo salone del libro

logo salone del libro

REFF, RomaEuropa FakeFactory and FakePress will be at the Salone del Libro in Turin on May 13th, at 6pm to discuss the next step of publishing, at the crossroad of augmented reality, ubiquitous media and innovative cross media.

here are the complete details of the conference:

“Ebook StartUp! Next step publishing. Dal REFF a Fakepress, teoria e pratica per un’editoria 3.0: tra realtà aumentata, libri crossmediali e contenuti ubiqui – Invasioni mediatiche “

(Ebook StartUp! Next step publishing. From REFF to FakePress, theories and practices for 3.0 publishing: augmented reality, cross media books and ubiquitous content – media invasions ”

Conference

Friday 13.05.2011 18.00 h
Room to the Future

FakePress, Publishing & REFF – RomaEuropa Fakefactory

Speakers: Simone Arcagni, Salvatore Iaconesi, Simona Lodi, Oriana Persico

link and information: the conference at the Salone del Libro website

 

during the conference we will present the scenarios that we are currently investigating in the reinvention of publishing: new ways to experience cities, locations, emotions, relationships and information, in which we go well beyond the classical idea of “book” and we describe the ways in which it is possible to create new narratives that involve people, places, objects, memories in totally new ways.

We will be very happy to participate to this conference with

Simone Arcagni, researcher and journalist, he is deeply involved with the the concept Post Cinema: a possibilistic view on the reinvention of narratives, which go beyond vision and embrace the spaces of the city, of information, of bodies and relationships. You can read some of his writings HERE and get info about his book “Oltre il cinema. Metropoli e Media”.

Simona Lodi, artistic director at the Piemonte Share Festival, curator and art critic. She is very sensible to the continuous shifting and blurring of frontiers defined for humanity by all the things that are happening in our contemporary era. First with netart, then onto the new practices enabled over the years by technologies and networks, now into the world of the reinvention of reality, markets, laws and social practices: from the Market Forces edition of the Share Festival, in which we were happy to participate with Squatting Supermarkets, our augmented reality intervention in supermarkets, up to the Cease and Desist art, ending (for now) with more possibilities to redefine reality through ubiquitous technologies.

 

Salvatore Iaconesi and Oriana Persico will introduce the theme of the conference, by presenting the practices of performative, global, emergent and ubiquitous publishing enacted by FakePress Publishing and REFF, RomaEuropa FakeFactory

REFF, RomaEuropa FakeFactory is a fake cultural institution enacting real policies for arts, creativity and freedoms of expression all over the world.
REFF was born in Italy in 2008. Since then it continuously operated using fake, remix, reinvention, recontextualization, plagiarism and reenactment as tools for the systematic reinvention of reality.
Defining what is real is an act of power. Being able to reinvent reality is an act of freedom. REFF promotes the dissemination and reappropriation of all technologies, theories and practices that can be used to freely and autonomously reinvent reality.
To do this, REFF established an international competition on digital arts, a worldwide education program in which ubiquitous technologies are used to create additional layers of reality for critical practices and freedoms, a series of open source software platforms and an Augmented Reality Drug.
REFF collaborates with art organizations, student groups, research institutions and all other subjects wishing to promote the freedoms to reinvent their world. REFF has received several official recognitions worldwide: it was hosted in the Cultural Commission of the Italian Senate, and was an official initiative of the European Community’s Year of Creativity in 2009.

FakePress is an international “think-tank”, founded in Italy, that investigates, develops and creates new publishing models and editorial projects presented by new scenarios in technology, productivity and contemporary culture.

Models of freely disseminated knowledge, multi-author, ethnographic approaches, the availability of ubiquitous technologies and the possibilities to add layers of information to ordinary reality and create new forms of experience and relationships with places, in a continually opening process of reinvention of the present are the principal elements which inspire action and creation at FakePress.

Observing the contemporary situation of current publishing models, FakePress has outlined realistic and practical/feasible scenarios for the present and near future of publishing.

more info at:

the conference info page

Salone Internazionale del Libro, Turin

FakePress Publishing

REFF, RomaEuropa FakeFactory

AOS, Art is Open Source

AOS and FakePress at Design+, Rome: special FX and next step publishing

Roma Design+ logo

Roma Design+ logo

AOS and FakePress will be in Rome at Design+, possibly the most interesting design event in Italy’s capital.

With a rich program featuring experts, designers, architects and artists from the international worlds of cinema, design and technology, Roma Design+ will host a series of interesting installations, exhibitions and conferences on the world of special effects.

Here is the complete program for Roma Design+

AOS and FakePress will participate with two projects:

Connecticity

Connecticity is the design for an urban screen that enacts communication practices in the textures of the metropolis. Realtime communication across social networks, instant messaging and cross media systems featuring mobile applications, sensor networks and masses of data about the city analyzed in real time tell the story of the city itself, of its inhabitants, of their lives and activities, of its environment: en emergent, disseminated, ubiquitous story that evolves with the city and its life.

Created for the Festa dell’Architettura in Rome, the software and hardware platforms at the base of Connecticity have evolved over time becoming a true immaterial architecture, creating fluid interstitial dimensions of architectural space in which hybrid, realtime communications take place between citizens and the city itself, transforming its surfaces into a new, communicative, skin.

De_Face

De_Face is a simple game: pass in front of it and a face recognition identifies your face and replaces it with the face of a famous actor. A fun game of mixed identities, and a critical observation of our hyper-controlled society.

Students!

We are also very proud to be in the event, as two groups of our best students will be joining in the exhibit!

And so, welcome Federica Lastrucci, Paola Meloni and Anrea Ettorre, with their Cinex Project: a holophonic, immersive cinema in which people are actually able to move and experience full immersivity.

And welcome to Alessandro Suraci and Marta Passarelli with their virtual mannenquins, using projection mapping to create exciting effects including special FX and the reenactment of famous costumes from science fiction and other movies, and with their animated video environments and scenography.

be there!