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Smth::Motion 4

Smth::Motion 4 The fourth episode recorded live at smth::motion. This time, the visuals use depth data to produce a false coloured perlin noise vector field voxels. This sketch does not respond to sound, instead the vector field responds to scene depth, and through manual controls. The fourth instalment is an all vinyl DJ mix series…
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smth::motion ep.3

Smth::Motion 3 The third episode of smth::motion. This time, the visuals use depth data to produce coloured voxels – blue dots for closer objects, red for further away. The voxels respond to audio input from a DJ mixer. Sounds create wave distortions that ripple through the dots, with louder sounds making larger waves. The result…
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smth::motion ep.2

Smth::Motion 2 captures movement and sound as live input and translates them into layered, responsive visual structures. The system runs on an Xbox Kinect 360 and OpenFrameworks and uses real-time depth data, which generates two simultaneous graphic outputs: contour lines drawn from thresholded bands of the depth image, and a grid of horizontally modulated lines…
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smth::motion ep.1

This is the first episode of smth::motion, which is a series capturing DJ sets performed through the eye of an Xbox Kinect. The sets are recorded in real-time and blends sound and movement using the Kinect’s depth camera, translating the body into a responsive visual field. The series aims to satisfy two interests, playing collected…