ANIMA is a sculptural installation developed to explore the relationship between itself and its surroundings through the use of movement, texture, light and sound. The installation consists of a giant glowing sphere measuring two meters in diameter. This larger-than-life entity is suspended from the ceiling, as if in mid-air, in a darkened room. The luminescent sculpture acts as the sole light source for the space, drawing viewers in as it reacts to their presence. Visuals of a viscous metallic fluid envelop the globe’s surface creating an intriguing and mysterious ambiance as textures distort and flow around the shape. The reaction of the programmed light formations is a remediation of the surroundings, feasting on its environment to create an immersive and interactive experience of light and sound.
Through this process of refining behavior and visual complexity, ANIMA becomes life-like and impressive. Installed in the round, the piece is experienced from all sides. In a unique way, ANIMA creates an intelligent reactive dialogue with all bodies within its surroundings. The sculpture takes on an ethereal life of its own, as it and the viewer continue their dynamic exchange. Participants, the orb and soundscape combine to perpetually influence each other and create an immersive and captivating experience.
Hardware and Software Used:
ANIMA was created using a combination of custom digital tools and software. Both the visuals and sound are generated in real-time and respond to a Kinect tracking system that analyses presence and movement in its surroundings. The visuals are generated through a specially designed software, written in openframeworks and OpenGL, that outputs a spherical distorted texture. The textures are then projected from inside of the sphere using an ultra wide lens within a PufferSphere 360 degree display. The audio of the piece is based on a custom Max/Msp patch that runs on Ableton Live. The soundscape is created by capturing sound in the space which is then triggered, amplified and captured again in arbitrary time intervals, as an offset feedback loop. The result is a sonic landscape of mixed past and present audio layers from the audience and the surrounding space.