figure b. components and connections schema
In this way the visitors walk on a water surface that are not able to see, or in a different place from that suggested by the hearing. It create a strange decoupled effect, an estrangement sensation, perhaps a synesthetic atmosphere, because what tell a sense is different from what is perceived by the others, in a continuous play of deceits, refutations and contradictions.
In the same way it is possible to simulate other type of surface,such as snow or gravel, also at the same time in the same place, but the water surface effect is the most impressive.
The maximum immersion degree in this new environmental sphere is reachable covering the floor whit fog or smoke. In this way the user isn’t immediately able to see the real consistency of the floor he/she is walking on.
This interactive environment is realized in a very low cost and basic way: we use only one microphone, an amplifying system ad a self written computer application that run with no particular system requirements. Best result are reachable using more than one microphone for most sensibility, more speakers placed right or best quality sound sequences.
Programming: Flash MX, ActionScript 1.0
Elia Basso - design, code and installation
Mara Bertelli - audio production