In this paper, in a project still in the making, I will present how we developed a process for collectively producing the explorative soundscapes, using specific constraints of the Abadyl framework influenced by theories from art and architecture. I will show how we worked with a design methodology that brought together an editor and the final expression of the artwork into one surface of interaction and execution using a virtual cityscape as an iterative ground for sound and music explorations. I will also discuss how we tweaked/iterated with the parameters of the framework, the sounds and the final visual expression to match our artistic intention, and finally to bring some noise into Abadyl.
Place, publisher, year, edition, pages
2012. p. 278-282
2012 International Conference on Cyberworlds (CW)