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.
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 central point. A large series of assigned samples offer the controller a bespoke experience. Controls include: audio sample choice, volume, pitch, imagery, transparency, and colour.
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.