Tuned software and specifically designed sounds are used to generate a series of abstract landscapes visualised on a bespoke room-sized 3D grid of lights controlled in real time. As the sounds are played through speakers and picked up with microphones.
Squidsoup is an open group of collaborators, whose main members are: Anthony Rowe, Gaz Bushell, Chris Bennewith, Liam Birtles and Alexander Rishaug
Squidsoup is an international group of artists, researchers and designers (UK/NO/NZ) working with digital and interactive media experiences. Our work combines sound, physical space and virtual worlds to produce immersive and emotive headspaces where participants can take active control of their experience. We explore the modes and effects of interactivity, looking to make digital experiences where meaningful and creative interaction can occur.
Their work has been shown at numerous festivals, seminars and galleries around the world, including Ars Electronica Festival (Linz Austria, 2010), SIGGRAPH (LA, 2001 and 2010), Glastonbury (2010), Kinetica Art Fair (London 2010), ISEA (Belfast, Northern Ireland 2009 and Nagoya, Japan, 2002), the V&A (Late at the V&A, London, October 2008) as well as several online exhibitions. Recognition includes an honorary mention at Prix FILE LUX (Interactive Art, 2010), an International EMMA for Best On-line Art (2000) and a BAFTA nomination (Interactive Arts 2002).
Grants, project commissions and collaborations from (among others): Royal Shakespeare Company (2010,11), Technology Strategy Board (2008, 2009), Oslo School of Architecture and Design (2009-11), ETHZ/Horao (2008), Future of Sound (2007), Cybersonica (2006-8), Arts Council England (2003,5), NESTA Futurelab (2002-7), Cornerhouse (2003), Watershed Media Centre (2002,4,5) and Mobile Bristol (2004).
Squidsoup’s work can be experienced online at www.squidsoup.org, and in shared spaces, physical and virtual installations, games and software tools.
Scapes – multi-sensory light installation
Scapes conjures into being three-dimensional cities, landscapes and abstract architectures purely from sound, software and light. Chimaera-like visions of ephemeral spaces are created and destroyed in real time. They occupy physical space, but only fleetingly. They leave nothing behind when they, and the sounds that spawned them, vanish.
Tuned software and specifically designed sounds are used to generate a series of abstract landscapes visualised on a bespoke room-sized 3D grid of lights controlled in real time. As the sounds are played through speakers and picked up with microphones, the visual process can be interacted with – intercepted, corrupted and altered by visitors making their own sounds to interfere with the original audiovisual designs.
The work is part of an ongoing series of explorations into the creative and immersive possibilities of light-based real-time visualisation in physical space. At the heart of the project is a room-sized 3D grid of individually addressable points of light (Ocean of Light) that is controllable in real time to simulate objects and movement in physical space. This bespoke hardware enables the creation of dynamic, interactive, three-dimensional sculptures from light. The resulting imagery has a presence, a location in physical space that allows the viewer to move around and experience the work from any angle.