3. RESULTADOS
3.3 Líneas de Crédito otorgadas por la CAF a Ecuador
For the past seven years, my principle interest in interactive art/design has been in exploring new multimodal experience using the human body data and audiovisual components. I have investigated the new ways of visualizing sound and sonifying visuals in many different forms such as interaction design, data visualization/sonification, interactive art installations and sound visualizations. Even though I was trained as a graphic designer and visual artist, I kept noticed “sound” is everywhere, invisible, intuitive and experiential. These characteristics of sound led me to keep creating the diverse ways of expressing sounds based on my intuitive thoughts and observation of human's behaviors. My sound interfaces focused on combinations with sound, color and physical body interactions. Synaesthesia was a main concept of my interface design, which investigated the relation between color and sound under the mathematical system that allowed people to create harmonics and regular rhythm easily. I also concentrated on generating the improvised sounds by electronic sensors, computer programming, and physical devices to amplify the boundary of humanʼs hearing organs. My works also have explored the tactual and analog materials to cover digital technology.
I was inspired by works of Nam June Paik, Toshio Iwai, John Cage, Oskar Fischinger, John Whitney, and John Maedaʼs simplicity. Nam June Paikʼs works focusing experiments of media, culture, and materials were the foundation of my works toward seeking the new media methods. John Cageʼs de-montage of music and musical notes leaded her to experiment and deconstruct the sound media and technology. Also, Oskar Fischinger and John Whitneyʼs computer animation visualizing sounds and music delivered the inspiration of creating sound visualization in her own perspective. In particular, Toshio Iwai, who is the one of the most creative contemporary sound artists created interactive sound installations and physical devices which leaded me to find my sights about digital sound media and device. Also, I admire the simplicity rules
by John Maeda as the basic principle of successful art and design. Through inspirations from those great contemporary media artists and designers, I created sound installations and physical interactions. "Harmonia (2008)," which focuses on the relationship between sound, color and basic shape objects was my best example that addressed new, easy and experimental musical instrument. If a user puts objects on the table, sounds (musical notes) are created with circular shapes around the objects. It shows the easiest way of generating musical sounds with multi-touch table and objects. One of my previous works, "Color note (2008)" is a projection-based sound installation, and it applies the human's movements to draw musical notes in public space as a random interactive way. I attempted to generate unexpected sounds by using human's walking on the street or hallway. One of my works, "Sound Marbles(2008)" shows the combination of digital technology and analog materials, and it reminds people of the aesthetic value of analog materials hidden digital technology and feel comfortable to get the context of media installation.
In 2011, I became obsessed with patterns of nature and the human body. I started investigating, magnifying and reorganizing biometric patterns, which contain a unique and microscopic world discovered in the human body, in order to explore new meaning of our identity and originality. I was consistently asking; what is the origin and meaning of biometric data, and how can it represent ourselves? What is the difference between our natural-born identities and our acquired identities throughout lives? And how can we discover our new identities through sensory interaction? These questions were the theme that runs through the last five years of her artistic practice.
In 2012, I created an interactive fingerprint sonification and presented the work “Digiti Sonus: An Interactive Fingerprint Sonification” in several international exhibitions and conferences. In artistic approach, Digiti Sonus showed how audience’s fingerprints could be transferred into sonic elements to bring new sensory experience, and it was exhibited in GeumCheon Art Space as a part of Media City Seoul 2012. And a paper “Digiti Sonus: An Interactive Fingerprint Sonification” was published on ACM Multimedia 2012 on October 2012 in Japan. Also, it was exhibited at Siggraph 2013 Art Gallery, and featured as a main cover of Leonardo Journal special issue.
The aim of this research was to have a series of framework that is illustrative of the potentials for sonifying human body patterns. Transforming those unique patterns into sonic results allowed audience to experience the discovery of sensory identities; from an artistic perspective, finding their own sound identities through the body patterns gives a unique multi-sensory, immersive, and unexpectedly unique experience to the audience. And visually impaired people can discover a new way of communicating with other people and identifying themselves with sonic results in socially practical and impact ways.
My approaches focus solely on the unique patterns of the human body allowing for a more detailed sonic description. Fingerprints, retinas, palm lines, and face are the materials of the series of this research. Each biometric pattern can be used for the focus of sighted people’s interaction with one another. The lack of ability for partially sighted people to perceive the visual clues the face gives us, can lead to social problems and artistic-like behavior, which can solve by using another sensory medium – Sound. I believe that data sonification can serve as an effective technique for the representation of complex information like the human body patterns, due to the auditory system’s ability to perceive stimuli at a wide spatial cover and its inclination to perceive spatial patterns in sonic input. Furthermore, sonification is successfully used in a variety of situations where visualization techniques are deemed inappropriate or insufficient. It allows people to gain an awareness of their environment without the need for visual interpretation. While the research is obviously intended for sighted people, the potential for helping and enriching the lives of those with difficulty seeing is equally obvious.
Interactive media artists are engaged in changing the relationship between artists and their media, and between artworks and their audience. They create relationship and system, which contains feedback between the interactors and the system, and need to create the highest indeterminacy and subjectivity in their experience. Many interactive media artworks are occasionally depersonalized since they have limited contents and lower number of scenario due to pre-determined input data or too strong constraints. Among many personalized data, “biometric data” becomes a good one because it is non-replaceable, non-changeable, and genetically hybrid data, which will create individually unique and authentic experiences to audience. I believe that such works
are a promising method to suggest new communication and fulfill individual’s desire to create artistic experiences and sensible beauty. As I have known, my research on biometric data sonification is new; there have not been previous research that transforms visual feature of biometric data to audio in both scientific and artistic approaches. In scientific and engineering researches, deep analysis on biometric data patterns itself have been conducted, however, it has never touched the sonic approach using the biometric data. Furthermore, in artistic field, using biometric data to create audio is rare. Thus, this research is possibly a novel, groundbreaking, and pioneer step on both biometric data sonification and personalized biomedia art.
Not only investigating biometric sonification, my ongoing projects also explore new haptic/virtual ways of integrating visuals, sound and human behaviors with many dataset such as urban data, social media data, and web data. Through the experiments in visualizing/sonifying the data and re-envisioning our environment within everyday life, my aim is to push people away from paradigmatic thinking. I keep trying to take new different approaches in retransforming analogic materials and common culture, and in subverting common perception of reality. By observing nature and human, I attempt to transform the complex system of big dataset into the digital domain in a compelling way. My works constantly articulate a tension between the visually intriguing patterns and the minimal audiovisual elements. Carrying multiple sensory depths, the aesthetics of emotional impacts in my minimal digital interfaces reverberate.