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Melba & the Natives

Installation
(2016)

Photography, Archival Recordings, & Score

Winner of the People's Choice Award, and joint winner of the Panel Choice Award at Cork Photo Festival 2016. Exhibited at the Lord Mayor's Pavilion, Cork, Ireland, and Brighton Photo Fringe, Brighton, UK

 

The Box

Interactive Performance
(2014)

Collaborators: C.A.V.E (Cork Audio Visual Ensemble)

Cork Audio Visual Ensemble is a technology-based group consisting of between six to ten performers under the direction of Jeffrey Weeter and Derek Foott working to explore the musicality of technology through performance and computer processing. 

The Box is a 40-minute multimedia performance utilising a bespoke performance controller to interact with audio-visual source materials. Each of the performers perform with piezo transducers, thermistors, photoresistors and Leapmotion controllers. These controllers are part of a network of control information used for real time processing/performance of audio and video.


am arís

Interactive Performance
(2013)

Collaborators: Deep Hedonia & Drawing Paper

am arís combines live drawing, surround sound, swarm algorithms, and three-way projection to create a multi-sensory immersive performance.

Throughout the event SPACE:SOUND, Liverpool-based artists Madeline Hall and Jon Barraclough (of The Royal Standard) create live visuals and mark-marking.


Exigere Ecologies

Installation  |  Exigere Series
(2013)

Collaborator (Visual Artist): Alan Boardman

Exigere Ecologies sees the use of oil and gloss paints, resin and aluminium, together with site-specific artwork and audio-visual media. The result forms a multi-disciplinary installation commissioned for the Weaponising Speculation exhibition in accompaniment to the conference of the same name organised by D.U.S.T (Dublin Unit for Speculative Thought).

Completing a thematic trilogy of research-based collaborations, Exigere Ecologies incorporates three iterations around the processes and materialities of non-representational painting. The flows of matter-energy manifest painting as a fossil of sensation from solid to liquid to sonic.

 

 

 

 

Mahal Kita Buí Toin

Installation  |  Exigere Series
(2011)

Collaborator (Visual Artist): Alan Boardman

The second work in a series of research-led collaborations. Mahal Kita Buí Toin mimics Boardman's process/technique, producing slow morphing images as video layers emerge and disappear. Audio accompaniment follows the same principals – minute changes over time.

 

Exigere v2

Interactive Installation  |  Exigere Series
(2010)

Collaborator (Visual Artist): Alan Boardman

Video analysis produces unique sonic results as colour is digitally analysed and assigned synthesised sound. Using a large collection of footage, video playback is controlled by the user or randomly generated.  Colour content (RGB, hot/cold colours, contrast, and video frame difference, work to create a transcoded soundtrack in realtime.


Laika

Interactive Installation  |  Swarm Series
(2012)

The third in a series of interactive installations utilising swarm algorithms widely used in animation. In this instance, the user controls three swarms. Each animated member of a swarm has a corresponding audio sample.  The user creates an individual animation and soundtrack in realtime. Controls include: surround sound/animation, pitch, and volume. 

 

Kyla

Interactive Installation  |  Swarm Series
(2012)

The second of a collection of works incorporating interactive installation and swarm algorithms used in animation. The user controls a surround sound and floor-projected animation made up of two swarms, from a centralised position. A large series of assigned samples offer the controller a bespoke experience. Controls include: audio sample choice, volume, pitch, imagery, transparency, and colour.

 

Lon Dubh

Interactive Installation  |  Swarm Series
(2010)

The first in a series of interactive installations using Craig Reynolds Boids flocking algorithm to control sonic parameters and animation. In this implementation, each member of the animated swarm is assigned to an EQ frequency parameter. Granular synthesis is used to represent the many multiples of swarm individuals. As the animation is controlled by the user, loudness, spatialisation, and movement, generate unique results each time the program is triggered to start.