Cycle II – Bar: Mapped by Alec Reynolds

This iteration of the project was the realization of the first cycle, with physical assets, the framework of the Izzy patch, and actual mapped graphics. More specifically, a section in the ACCAD Motion Lab was selected for its large backdrop (which happens to be a blackout curtain), and versatile lighting opportunities.

There are multiple pieces of this larger projection mapping project:

  • Physical Assets: These are the physical pieces that require a mapping and will have a digital projection placed on them uniquely (bottles, screen, box)
  • Mapping: The manipulation of content on the software side so that it assimilates the shape of the physical asset
  • Communication: Using the effective TouchOSC software, I was able to create a communicating menu that could interact with Isadora and the project patch
  • Reaction: The spectacle that occurs to emulate a specialty themed cocktail being ordered.

The projection actor in Isadora is a powerful projection mapping tool and lets you create quick and simple maps for a performance. Bar: Mapped features upwards of 7 maps with unique content going to each different layered asset.

The menu is the device by which each reaction is triggered. TouchOSC channels are enumerated in my Isadora patch, through which OSC listening actors attend to any input from my menu. When a drink is “ordered” it triggers the specific reaction.

The purpose of the project is to create an atmosphere of a nightclub with music in the background and attention drawn to the bar. During the cycle II performance, critical information and feedback was gathered. The volume of the background music is important so as not to drown out the effects of the reactions. It will also be necessary to manipulate the location of the background music so that it creates more of an atmospheric effect versus grabbing a users attention in a distracting way.

Moving into next cycle the following changes will take place:

  • Decrease the length of a reaction (~20 sec for Cycle III)
  • Paint physical assets white
  • Have a louder audio source for reactions
  • Modify position of background music
  • Add club-like lighting
  • Other secret additions…

The cycle III documentation will host a full breakdown of how the Isadora patch works, along with design choice insights.



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