Installations

Human Chimes

Graffiti

Play! Sequence

The Goddess Re:membered

Interactive Mirror

Patch It In!

Boxed

Sound Memorial for the Veterans of the Vietnam War

Max/MSP/Jitter Work

Kinect-Via-Synapse

Kinect-Via-OSCeleton

Wiimote Controllers

Other Abstractions

Web Design

Electronic Music Interactive (HTML5 for Safari on the iPad)

Wild Squirrel Nut Butter

Chinavine (multiuser site) screenshots. site coming soon...

Human Chimes

XBox Kinect, Processing, Max/MSP/Jitter, Kyma and video projector (2011)

Human Chimes is an interactive public installation commissioned by the University of Oregon and the city of Eugene, Oregon.  Participating users become "chimes" whose sounds interact with all other participating users inside the space. The chime sounds and sound patterns evolve continuously as users move throughout the space. A Processing sketch projects users' movements onto the front wall. The work was presented as part of the (sub)Urban Projections film festival: Nov. 9, 2011.

Graffiti

iPod Touch or iPad, TouchOSC, Processing, and video projector (2011)

(sub)Urban Projections Film Festival wanted to include live projection bombing in downtown Eugene, OR, and I was asked to create a standalone computer app that allows a user to paint graffiti upon any projected surface. The human interface uses TouchOSC on an iPad or iPhone, which drives my graffiti computer software. The work was presented each night of the (sub)Urban Projections festival: Nov. 9, 16, 23; 2011.

Play! Sequence

iPod Touch, USB camera, TouchOSC, Max/MSP, Isadora (2011)

Play! Sequence is a multimedia installation for iPod Touch, USB camera, and VGA video display and TouchOSC, Max/MSP/Jitter, and Isadora software applications. By creating a multitouch sequencer that controls the playback of audio and video masks, Play! Sequence enables the user to simultaneously interact with the space's sonic and visual environment.

The iPod Touch provides a familiar language for the user and for the nature of the tactile interactions. The user is allowed to create, edit, and delete three synchronous sequences of sixteen steps, thereby changing the evolution and the complexity of the piece over time.

Each of the three sequences represent a sonic timbre and color mask that mirror the user's actions. With each sonic timbre, the user has control over pitch, rhythm, and amplitude. The color masks follow the sounds across the screen, repeating from the left upon the start of each loop. The masks help visualize the user's tactile and sound experience by revealing the user inside the space, and each mask represents one of elements in the RGB color model.

Play! Sequence operates within the framework of natural human interaction, playing off of our curiosity and our engagement with objects that we can creatively control. The user manipulates and interacts with the sounds and visuals in real time, driven by the immediate feedback that the system provides.

The Goddess Re:Membered

IR light, Projector, Isadora, Max/MSP (2011)

Commissioned for the 2011 Fringe Festival, The Goddess Re:membered is a site specific work and multimedia response to The Goddess, a classic Chinese silent film from 1934. The interactive installation is for video projection, IR camera, Max/MSP and Isadora software. Through public interactions of users inside the space, clues to distant memories are revealed through the triggering of color, sound, and video masks.

Interactive Mirror

USB Camera, Isadora (2011)

Interactive Mirror is a public installation for USB camera, video display, and Isadora software. By altering user experience through real-time video effects mirrored upon a video display, the work enables users to play within an interactive environment.

Patch It In!

Patchbay, FX pedals, and Loudspeaker (2010)

"Patch It In!" is an interactive sound installation focused on illuminating the transformations of space through human presence. The installation explores the physical and aural transformations of space through the activity of the viewer. Prerecorded sounds can be manipulated by the viewer as well as dirt rings existing inside the space. Human interaction and decision informs the work.

The viewer leaves having altered the space in some way, however big or small, whether seen or felt, and they have viewed other’s alterations of space. The installation, once defined by the artist, is ultimately transformed, being defined instead by the multiple interactions of viewers inside the work.

+ Read the entire Artist Statement.

Boxed

Cardboard, stereo, and iPod (2010)

"Boxed" is a sound installation about the journeys of shipping cardboard boxes. The work includes seven vignettes, or rather "boxes," that utilize sounds of packing & shipping cardboard freight as source material. Projected from inside a box, the work fills a perceptual empty container as one listens from within this box to other boxes undergoing various journeys.

+ Read the entire Artist Statement.

Sound Memorial for the Veterans of the Vietnam War

Fixed Media, 8 channels (2003)

The Sound Memorial for the Veterans of the Vietnam War is a six-hour long composition, a reading of the names of the service members who died during the Vietnam War. The Sound Memorial is a fixed media work performed as an eight-speaker installation and is composed from 210+ voices and over 200 hours of recording. The memorial resurrects the service member’s names by propagating them within a defined space, allowing the name to reverberate within a room and take on a whole new life.

+ Download the score.

+ Project Site

Running Expressions

For heart-rate monitor, two Nintendo Wiimotes, & two dual-axis accelerometers (2011)

Running Expressions is a real-time performance composition written primarily in Kyma and Max/MSP. By capturing live physiological data, music is created and controlled within an 8-channel and video projection environment. The musical performance narrates a distance run, the psychological and emotional impacts of a running experience.

+ Download Documentation .pdf and the performance software (Max/MSP/Jitter, OSCulator, and Processing) files. (.zip, 11.5 MB)

+ Download Kyma performance audio files. (.zip, 45.3 MB)

+ Download Thesis documentation separately. (.pdf, 11.2 MB)

Kinect-Via-Synapse Max interface

Open-Source Interface using Max/MSP/Jitter, OpenNI framework, and the XBox Kinect (2011)

Interface for routing and displaying user-tracking data from the XBox Kinect via OSC messages. The interface handles fifteen /joint messages for a single user, three different tracking modes, and six different joint event messages with a real time configuration of external routing options. Includes installation and guide manual, as well as credits.

Download the interface. (.zip)

Other Credits: (Max external & Synapse Application)

CNMAT: OSC-route

Ryan Challinor: Synapse

Kinect-Via-OSCeleton Max interface

Open-Source Interface using Max/MSP/Jitter, OpenNI framework, and the XBox Kinect (2011)

Interface for routing and displaying user-tracking data from the XBox Kinect via OSC messages. The interface handles fifteen /joint messages for up to four users with a real time configuration of internal and external routing options. Includes installation and guide manual, as well as all Max externals and credits. Please read the documentation to learn more.

Download the interface and included externals. (.zip)

White paper (.pdf)

It's been a known issue that one of the OSCeleton builds does not compile Quartz Composer messages correctly. An earlier version, the May 15th, 2011 build, does in fact work. If you need, you may download that build here.

Other Credits: (Max externals & OpenNI builds)

Masayuki Akamatsu: aka.shell

CNMAT: OSC-route

Jean-Marc Pelletier: jit.freenect.grab

avin2: SensorKinect

Sensebloom: OSCeleton

Wiimote Controllers interface

Max/MSP (2011)

Wiimote Controllers is a Max/MSP interface for composers and artists interested in getting started with the Nintendo Wii for creative application. The interface may handle up to four Wiimotes simultaneously and is ready to use alongside OSCulator. The interface uses the CNMAT object 'OSC-route'.

Download the interface and bpatcher files. (.zip)

Max/MSP/Jitter Abstractions

Below are just some of the documented resources I've made for Max/MSP/Jitter. Hopefully these provide useful services, save valuable time, and bring you enjoyment within this wonderful programming environment. I appreciate feedback–I'm always looking to improve my current resources and to invest in new projects. Thanks for tuning in! - jon



Functions & Useful Resources

Jitter matrix grid - creates a grid of any size columns and rows (stored inside a coll) for controlling a Jitter matrix.

drop folder - dropping a folder of files will automatically place files into a umenu object. Great for buffer/groove objects.

for loop - performs an arithmetic 'for loop' in Max/MSP. Sometimes line programming can be much easier than graphical.

data as table - displays data in a table as it is received, so you can graphically see the values of incoming data over the course of time.

MIDI Drum umenu - standard channel 10 MIDI drums list saved conveniently into a umenu (culled from Apple's basic MIDI synthesizer)

MIDI Control - modular design for controlling MIDI volume, program changes, and makenote in Max. Each function is inside its own patcher object.

toggle message - toggles input of any message (number, message, bang) between two outputs.

modulo bang - user controls up/down integer count with modulo control when only bangs are available.



Other Interfaces

USB Game Controller - interface for mapping data with any USB game controller. Originally written for PS Vibration Controller. As button values will vary, you may need to alter numbers in if/then objects for routing the buttons & thumb controls.

Tempo Control - interface for controlling tempo in Max. User can control tempo with bpm or millisecond. Includes a tap tempo.

Kaoss Pad - interface for Korg's Kaoss Pad connected via MIDI.

MIDI drum sequencer - 16-step MIDI drum interface.