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	<title>bruzed.com &#187; A/V Systems and Machines</title>
	<atom:link href="http://www.bruzed.com/category/parsons/spring09/av-systems-machines/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.bruzed.com</link>
	<description></description>
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		<title>Transmutation</title>
		<link>http://www.bruzed.com/2012/01/transmutation/</link>
		<comments>http://www.bruzed.com/2012/01/transmutation/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 02:18:26 +0000</pubDate>
		<dc:creator>bruzed</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[A/V Systems and Machines]]></category>
		<category><![CDATA[Application]]></category>
		<category><![CDATA[Data Visualization]]></category>
		<category><![CDATA[Installation]]></category>
		<category><![CDATA[Interactive Design]]></category>
		<category><![CDATA[Interface Design]]></category>
		<category><![CDATA[Performance]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[Portfolio Archive]]></category>
		<category><![CDATA[Projection]]></category>
		<category><![CDATA[Visual Design]]></category>
		<category><![CDATA[openGL]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[processing]]></category>

		<guid isPermaLink="false">http://www.bruzed.com/?p=36715</guid>
		<description><![CDATA[Description Transmutation is a custom audio visualization application created for Speak Onion&#8217;s live performance on 01/27/2012 @ The Charleston, NYC. It includes four audio reactive scenes, the parameters for which can be manipulated via a GUI in real-time, and splitscreen &#8230; <a href="http://www.bruzed.com/2012/01/transmutation/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<h2>Description</h2>
<p>Transmutation is a custom audio visualization application created for <a href="www.speakonion.com">Speak Onion&#8217;s</a> live performance on 01/27/2012 @ The Charleston, NYC. It includes four audio reactive scenes, the parameters for which can be manipulated via a GUI in real-time, and splitscreen capability. </p>
<p>The <a href="https://github.com/bruzed/transmutation/downloads">application</a> and <a href="https://github.com/bruzed/transmutation">source code</a> can be downloaded from the <a href="https://github.com/bruzed/transmutation">github repository</a>.</div>
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<h2>Technical Detail</h2>
<p>Parameters for each scene are mapped to logarithmically spaced averages retrieved from an FFT analysis of the input audio. These parameters include sensitivity, scale and position of elements in each scene, and can be tweaked in real-time using a GUI.</p>
<p>This project was coded using <a href="http://www.processing.org/">Processing</a>. Some of the code is based on examples from <a href="http://www.shiffman.net/teaching/nature"> Daniel Shiffman&#8217;s &#8211; The Nature of Code</a>.</div>
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		<title>social sqncr</title>
		<link>http://www.bruzed.com/2010/05/social-sqncr/</link>
		<comments>http://www.bruzed.com/2010/05/social-sqncr/#comments</comments>
		<pubDate>Sat, 22 May 2010 19:21:14 +0000</pubDate>
		<dc:creator>bruzed</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[A/V Systems and Machines]]></category>
		<category><![CDATA[Audio Synthesis]]></category>
		<category><![CDATA[Computer Vision]]></category>
		<category><![CDATA[Data Visualization]]></category>
		<category><![CDATA[Installation]]></category>
		<category><![CDATA[Interactive Design]]></category>
		<category><![CDATA[Interface Design]]></category>
		<category><![CDATA[Physical]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[Sound]]></category>
		<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[Visual Design]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[openCV]]></category>
		<category><![CDATA[OpenFrameworks]]></category>
		<category><![CDATA[openGL]]></category>
		<category><![CDATA[osc]]></category>
		<category><![CDATA[supercollider]]></category>

		<guid isPermaLink="false">http://www.bruzed.com/?p=732</guid>
		<description><![CDATA[Description social sqncr is an interactive audio-visual installation that aims to make people more aware of the act of creating their public identity. To create their &#8216;identity&#8217;, participants use their bodies to physically interact with a pseudo-musical instrument projected in &#8230; <a href="http://www.bruzed.com/2010/05/social-sqncr/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<h2>Description</h2>
<blockquote><p>social sqncr is an interactive audio-visual installation that aims to make people more aware of the act of creating their public identity.</p></blockquote>
<p>To create their &#8216;identity&#8217;, participants use their bodies to physically interact with a pseudo-musical instrument projected in a physical space to create virtual musical creatures based on their movements. The instrument consists of eight zones that participants interact with which influence the shape, movement, and aural properties of the resulting entity.</p>
<p>Once complete, the system captures an image of the participant to attach to the creature which is then set free into an eco-system inhabited by similar entities. The entities react to one another, much like human beings in a social network. Participants can cause environmental disturbances by physically interacting with the projection.</p>
<p>The physical movements required of participants ensures a high level of investment in the process, causing a heightened awareness of their creation, and thus themselves. Watching their entity interact with other entities is a reflection of their own interaction in their social networks.</p></div>
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<h2>Technical Detail</h2>
<p>The visuals for this project were coded using <a href="http://www.openframeworks.cc/">openFrameworks</a>, &#8220;an open source C++ toolkit for creative coding,&#8221; and <a href="http://www.opengl.org/">openGL</a> (Open Graphics Library). Some of the code for flocking, particle interaction, and <a href="http://opencv.willowgarage.com/wiki/">openCV</a> (Open Source Computer Vision) tracking is based code from <a href="http://thesystemis.com/">Zachary Lieberman</a>.</p>
<p>The audio is coded in <a href="http://supercollider.sourceforge.net/">SuperCollider</a>, &#8220;a real time audio synthesis programming language&#8221;. Some of the code for effects, scales and synth definitions are based on examples on the site and the community.</p>
<p>Two Macintosh Intel G5 towers were used power the installation. The two computers were hardwired to a closed network with static IP addresses for communication and debugging remotely. One computer ran the SuperCollider application and the other ran the openFrameworks application. OSC (Open Sound Control) is used to communicate between the two applications.</p></div>
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		<title>ShredBoard</title>
		<link>http://www.bruzed.com/2010/04/shredboard/</link>
		<comments>http://www.bruzed.com/2010/04/shredboard/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 05:42:47 +0000</pubDate>
		<dc:creator>bruzed</dc:creator>
				<category><![CDATA[A/V Systems and Machines]]></category>
		<category><![CDATA[Audio Synthesis]]></category>
		<category><![CDATA[Interactive Design]]></category>
		<category><![CDATA[Interface Design]]></category>
		<category><![CDATA[Musical Instrument]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[Sound]]></category>
		<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[Visual Design]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[AIR]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex Builder]]></category>
		<category><![CDATA[Illustrator]]></category>
		<category><![CDATA[osc]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[supercollider]]></category>

		<guid isPermaLink="false">http://www.bruzed.comportfolio/?p=193</guid>
		<description><![CDATA[Description ShredBoard is an instrument that uses the conventional keyboard and mouse as input. The keys z-/, a-’, q-] and 1-= are mapped to the notes of four guitar strings starting at E, A, D, G for each row of &#8230; <a href="http://www.bruzed.com/2010/04/shredboard/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<div class="wpcolumn-wrapper wpcolumn-wrapper-2">
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<h2>Description</h2>
<p>ShredBoard is an instrument that uses the conventional keyboard and mouse as input. The keys z-/, a-’, q-] and 1-= are mapped to the notes of four guitar strings starting at E, A, D, G for each row of keys. The mouse is mapped for use as an effects pedal. There are 2 effects – <em>ChillZoid</em> &#8211; a clean, ambient effect and <em>MightySTOMP</em> &#8211; a distorted synth effect. Parameters for each effect can be adjusted with 3 knobs to produce a variety of tones.</div>
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<h2>Technical Detail</h2>
<p>The software is an AIR application written in ActionScript 3. The sounds are produced in  <a href="http://supercollider.sourceforge.net/">SuperCollider</a> by sending OSC messages via  <a href="http://www.benchun.net/flosc/">flosc</a>. The <a href="http://www.dustypixels.com/blog/2007/03/02/flosc-as3-classes/">flosc AS3 classes</a> were modified for certain OSC messages to work correctly with SuperCollider.</div>
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		<title>Electric Clouds</title>
		<link>http://www.bruzed.com/2010/02/electric-clouds/</link>
		<comments>http://www.bruzed.com/2010/02/electric-clouds/#comments</comments>
		<pubDate>Tue, 16 Feb 2010 06:04:51 +0000</pubDate>
		<dc:creator>bruzed</dc:creator>
				<category><![CDATA[A/V Systems and Machines]]></category>
		<category><![CDATA[Audio Synthesis]]></category>
		<category><![CDATA[Data Visualization]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[Sound]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[OpenFrameworks]]></category>

		<guid isPermaLink="false">http://www.bruzed.comportfolio/?p=206</guid>
		<description><![CDATA[Description Electric clouds is an audio visualizer that reacts to real-time audio input. In the included video and images, it visualises Leo&#8217;s Room by Vangelis, from the movie Blade Runner. Technical Detail The application was coded in C++/OpenFrameworks and uses Fast &#8230; <a href="http://www.bruzed.com/2010/02/electric-clouds/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<h2>Description</h2>
<p>Electric clouds is an audio visualizer that reacts to real-time audio input. In the included video and images, it visualises Leo&#8217;s Room by Vangelis, from the movie Blade Runner.</p></div>
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<h2>Technical Detail</h2>
<p>The application was coded in C++/OpenFrameworks and uses Fast Fourier transform to analyse and average the audio frequencies into 5 ranges. The ranges are then mapped to 5 different steering behaviors for the boids.</p></div>
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		<title>A/V performance tool</title>
		<link>http://www.bruzed.com/2009/12/av-performance-tool/</link>
		<comments>http://www.bruzed.com/2009/12/av-performance-tool/#comments</comments>
		<pubDate>Thu, 24 Dec 2009 02:46:48 +0000</pubDate>
		<dc:creator>bruzed</dc:creator>
				<category><![CDATA[A/V Systems and Machines]]></category>
		<category><![CDATA[Computer Vision]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[OpenFrameworks]]></category>

		<guid isPermaLink="false">http://www.bruzed.com/?p=628</guid>
		<description><![CDATA[A scene for the a/v engine/live performance visualization tool Nick, Steve and me are working on. This is an underwater scene where bubbles are generated based on the FFT and emerge from the near the top of the cv blob, &#8230; <a href="http://www.bruzed.com/2009/12/av-performance-tool/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.bruzed.com/2009/12/av-performance-tool/"><em>Click here to view the embedded video.</em></a></p>
<p><a href="http://www.bruzed.com/2009/12/av-performance-tool/"><em>Click here to view the embedded video.</em></a></p>
<p>A scene for the a/v engine/live performance visualization tool <a href="http://www.nickhardeman.com">Nick</a>, <a href="http://www.vargatron.com">Steve</a> and me are working on. This is  an underwater scene where bubbles are generated based on the FFT and  emerge from the near the top of the cv blob, near the performers mouth.  The bubbles generated in the background are also based on the FFT and  bounce of off of the performers contour. These are produced to give the  illusion of swimming through water to the top. The screen capture is a  little laggy and has a test video overlayed to demonstrate the position  of the performer. The scenes were created with the intention of  performing live with <a href="http://analoguetransit.com/">Analogue  Transit</a>. Music in these videos by: Nine Inch Nails</p>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Simple as3 audiovisualizer</title>
		<link>http://www.bruzed.com/2009/11/simple-as3-audiovisualizer/</link>
		<comments>http://www.bruzed.com/2009/11/simple-as3-audiovisualizer/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 03:46:50 +0000</pubDate>
		<dc:creator>bruzed</dc:creator>
				<category><![CDATA[A/V Systems and Machines]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://www.bruzed.com/?p=9374</guid>
		<description><![CDATA[A simple audio visualizer in AS3 for Porcupine Tree&#8217;s &#8220;Circle of Manias&#8221;. Crank up the volume!]]></description>
			<content:encoded><![CDATA[<p><a href="http://a.parsons.edu/~drumb588/webmedia2/homework8.2/vortech.swf" rel="shadowbox[sbpost-9374];width=640;height=385;"><img class="alignnone size-medium wp-image-556" title="Screen shot 2009-11-14 at 11.15.02 PM" src="http://www.bruzed.com/wp-content/uploads/2009/11/Screen-shot-2009-11-14-at-11.15.02-PM-700x654.png" alt="" width="640" height="654" /></a></p>
<p><a href="http://a.parsons.edu/~drumb588/webmedia2/homework8.2/vortech.swf" rel="shadowbox[sbpost-9374];width=640;height=385;">A simple audio visualizer in AS3</a> for Porcupine Tree&#8217;s &#8220;Circle of Manias&#8221;. Crank up the volume!</p>
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		<slash:comments>0</slash:comments>
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		<title>miBass</title>
		<link>http://www.bruzed.com/2009/09/mibass/</link>
		<comments>http://www.bruzed.com/2009/09/mibass/#comments</comments>
		<pubDate>Wed, 02 Sep 2009 04:40:41 +0000</pubDate>
		<dc:creator>bruzed</dc:creator>
				<category><![CDATA[A/V Systems and Machines]]></category>
		<category><![CDATA[Audio Synthesis]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Interactive Design]]></category>
		<category><![CDATA[Musical Instrument]]></category>
		<category><![CDATA[Performance]]></category>
		<category><![CDATA[Prototypes]]></category>
		<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[GuitarRig]]></category>
		<category><![CDATA[max/msp/jitter]]></category>
		<category><![CDATA[mrmr]]></category>
		<category><![CDATA[osc]]></category>
		<category><![CDATA[vsti]]></category>

		<guid isPermaLink="false">http://www.bruzed.com/?p=402</guid>
		<description><![CDATA[miBass is a bass guitar-like instrument that can be played on an iphone. Mrmr on the iphone is used to communicate with Max/MSP/Jitter via UDP messages. These messages are interpreted and converted to preset musical notes that are then driven &#8230; <a href="http://www.bruzed.com/2009/09/mibass/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.bruzed.com/2009/09/mibass/"><em>Click here to view the embedded video.</em></a></p>
<p>miBass is a bass guitar-like instrument that can be played on an iphone. Mrmr on the iphone is used to communicate with Max/MSP/Jitter via UDP messages. These messages are interpreted and converted to preset musical notes that are then driven through Native Instruments Guitar Rig, as a VST Instrument, to achieve the bass tone. There are 8 notes in all, 2 groups of 4, which can be switched by rotating the iphone up and down. The visuals are created using Jitter nurbs (jit.gl.nurbs) which get modified based on the levels of the tone produced.</p>
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		<title>Gestural instrument with openCV</title>
		<link>http://www.bruzed.com/2009/09/experiment-with-opencv/</link>
		<comments>http://www.bruzed.com/2009/09/experiment-with-opencv/#comments</comments>
		<pubDate>Wed, 02 Sep 2009 04:06:09 +0000</pubDate>
		<dc:creator>bruzed</dc:creator>
				<category><![CDATA[A/V Systems and Machines]]></category>
		<category><![CDATA[Computer Vision]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[openCV]]></category>
		<category><![CDATA[OpenFrameworks]]></category>

		<guid isPermaLink="false">http://www.bruzed.com/?p=399</guid>
		<description><![CDATA[An experiment with OpenCV and the ofxMSAFluid library in OpenFrameworks. The white ball can be controlled by hand gestures and triggers different sounds when it hits the squares.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.bruzed.com/2009/09/experiment-with-opencv/"><em>Click here to view the embedded video.</em></a></p>
<p>An experiment with OpenCV and the ofxMSAFluid library in OpenFrameworks. The white ball can be controlled by hand gestures and triggers different sounds when it hits the squares.</p>
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		<slash:comments>0</slash:comments>
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		<title>Flitter</title>
		<link>http://www.bruzed.com/2009/09/flitter/</link>
		<comments>http://www.bruzed.com/2009/09/flitter/#comments</comments>
		<pubDate>Wed, 02 Sep 2009 04:04:01 +0000</pubDate>
		<dc:creator>bruzed</dc:creator>
				<category><![CDATA[A/V Systems and Machines]]></category>
		<category><![CDATA[Audio Synthesis]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[OpenFrameworks]]></category>

		<guid isPermaLink="false">http://www.bruzed.com/?p=397</guid>
		<description><![CDATA[Uses point recording and FM sysnthesis. The location of a point affects the Carrier Frequency on the x-axis and Modulator Frequency on the y-axis. Made with OpenFrameworks]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.bruzed.com/2009/09/flitter/"><em>Click here to view the embedded video.</em></a></p>
<p>Uses point recording and FM sysnthesis. The location of a point affects the Carrier Frequency on the x-axis and Modulator Frequency on the y-axis. Made with OpenFrameworks</p>
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		<title>Snow</title>
		<link>http://www.bruzed.com/2009/09/snow/</link>
		<comments>http://www.bruzed.com/2009/09/snow/#comments</comments>
		<pubDate>Wed, 02 Sep 2009 04:01:38 +0000</pubDate>
		<dc:creator>bruzed</dc:creator>
				<category><![CDATA[A/V Systems and Machines]]></category>
		<category><![CDATA[Audio Synthesis]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[OpenFrameworks]]></category>

		<guid isPermaLink="false">http://www.bruzed.com/?p=395</guid>
		<description><![CDATA[Uses granular synthesis with an animated texture.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.bruzed.com/2009/09/snow/"><em>Click here to view the embedded video.</em></a></p>
<p>Uses granular synthesis with an animated texture.</p>
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