Here at lifeiscarbon® we’re finding it hard to keep up with the interesting designs that are being created by the various research groups at the Interactive Institute.
This time it’s the turn of the Sonic Studio, based in Piteå, Sweden, who have come up with the DigiWall. It may look like a traditional climbing-wall but is actually a computer game you climb on.
Every climbing-hold is equipped with a sensor that registers hands and feet. In this way Digiwall can keep track of precisely where on the wall each of the climbers are. The basic idea has huge potential and opens up limitless possibilities for games, exercises and competitions of all kinds.
Digiwall is also a musical instrument. The climbing-holds act as keys on a keyboard and music is played according to ones climbing. The grips can be lit up from the inside and the wall itself hides a large hi-fi system. Combined, these features create a climbing-wall with a range of new possibilities. Whether used for games, competitions, for practicing co-operation or for making music, the experience is intensified by the combination of music and sound. The lights built into the holds also show routes (for teaching) and explain the rules (for competitions or games).
Sonic is the Interactive Institute’s studio for research into sound and music in digital media. Research is conducted in two main areas: the communicative aspects of sound and music in interactive environments, and the development of methods for measuring characteristics of sound and music.
Today, sight is the dominant sense when we interact with computers and other technology. At the Sonic Studio they see the unrealized potential of sound and music, both of which help us to interpret what we see.
Team members at Sonic have different backgrounds and interests. Among them are composers, music and audio technicians, business developers, programmers and behavioral scientists; people with wide-ranging experience from academia, industry and society in general.
All of Sonic Studio’s research has a human focus and presupposes interactivity, although the means of interaction can vary widely. For example, in their Biofeedback Music project, interactivity is achieved via sensors, on their Digiwall interactivity it is achieved by climbing and with PlayMate by beating drums and creating music. It can also be achieved by measuring perceived audio quality, as in the studio’s other research project named OPAQUE. We're sure we'll be writing about these and many other projects in the near future.




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