Hi, this is Wayne again with a topic “Sand Noise Device”.
Foreign now jay van dyke, james saxon, matt rhodes, devin, dominguez and uh we put this together. This is called the sand noise device. So as these pucks are noticed by the camera, and this wave comes in contact, they emit these particles and they follow all the contours. In the sand, all the physics that they they feel in this world, that’s in the sandbox is based on the contours. So, as you can see, we can kind of make them sit in these little holes or we can speed them up, stop around sometimes catch them.
Push them just with the sand, so they they use the the contours just like in a real world, we have a kinect camera, that’s looking overhead and it’s kind of tuned for this. You know two foot space, um and so we’re reading that and going through. Basically, an array of pixels that knows how high this is versus how high this is so as they pass through they. They know where all these contours are, that are hills and valleys, and things like that are curves.
All the audio for this project is being synthesized in real time using the pure data programming language, which is a graphical sort of patching language. Where you take a bunch of little blocks and like draw lines between them to link like their inputs and outputs sort of. Like a really complex modular synthesizer, all the non-audio part is handled by open frameworks, which is essentially a well a framework for using various multimedia like graphics and audio things in c plus plus so we’re taking readings from our color camera and our depth camera and essentially Writing those like reading the two big arrays full of pixels, you .