Un sistema de control para instalaciones audiovisuales interactivas
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2025
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Abstract
El desarrollo de nuevas tecnologías a lo largo de la historia ha afectado a la creación de corrientes artísticas dispuestas a explotar su potencial (Manning, 2003). Por ejemplo, la música pop característica de la década de los 80 debe su sonido tan reconocible a lo que en su momento fue un gran avance: los nuevos sintetizadores, como el influyente Yamaha DX7 (Megan, 2019). Estos instrumentos son capaces de generar una rica gama de timbres hasta entonces nunca vista, complementando el espectro tímbrico de los instrumentos convencionales. En el contexto de las instalaciones interactivas, un producto notable es la tecnología Kinect de la XBOX 360 (Bekkedal, 2012). Todavía es posible encontrar esta herramienta en exhibiciones cuyo fin es involucrar a sus visitantes por medio de la participación activa. En la actualidad, un dispositivo especialmente versátil por la gran cantidad de sensores y funcionalidades que se pueden utilizar para crear interfaces muy completas, es el teléfono móvil. Los objetivos de este trabajo son explorar el potencial que tienen los teléfonos móviles como interfaz interactiva en instalaciones colaborativas y, en el proceso,
crear un sistema de control que permita su comunicación con software de producción musical ejecutado en PC. Se ejemplificará este sistema de control por medio de una aplicación que ofrece distintas posibilidades de interacción para usuarios.
The development of new technologies through history has influenced the creation of artistic movements willing to exploit their potential (Manning, 2003). For example, pop music from the 1980s owes its characteristic sound to what was then a major breakthrough: synthesizers, such as the influential Yamaha DX7 (Megan, 2019). These instruments are capable of generating a rich range of timbres previously unheard of, complementing the timbre spectrum of traditional instruments. In the context of interactive installations, an important product is the Kinect technology from the XBOX 360 (Bekkedal, 2012). It is still possible to find this tool being used in exhibitions aiming to engage visitors through active participation. Currently, a particularly versatile device due to its big amount of sensors and functionalities, which can be used for creating complex interfaces, is the mobile phone. The objectives of this work are to explore the potential of mobile phones as interactive interfaces in collaborative installations and, in the process, to develop a control system which enables their communication with music production software running on PC. This control system will be exemplified through an application that offers different possible interactions for users.
The development of new technologies through history has influenced the creation of artistic movements willing to exploit their potential (Manning, 2003). For example, pop music from the 1980s owes its characteristic sound to what was then a major breakthrough: synthesizers, such as the influential Yamaha DX7 (Megan, 2019). These instruments are capable of generating a rich range of timbres previously unheard of, complementing the timbre spectrum of traditional instruments. In the context of interactive installations, an important product is the Kinect technology from the XBOX 360 (Bekkedal, 2012). It is still possible to find this tool being used in exhibitions aiming to engage visitors through active participation. Currently, a particularly versatile device due to its big amount of sensors and functionalities, which can be used for creating complex interfaces, is the mobile phone. The objectives of this work are to explore the potential of mobile phones as interactive interfaces in collaborative installations and, in the process, to develop a control system which enables their communication with music production software running on PC. This control system will be exemplified through an application that offers different possible interactions for users.
Description
Trabajo de Fin de Grado en Desarrollo de Videojuegos, Facultad de Informática UCM, Departamento de Sistemas Informáticos y Computación, Curso 2024/2025.
La pagina de Github para descargar el repositorio es la siguiente:https://github.com/DDiegoP/TFG