Active. Reactive. Interactive. Hyperactive? How do we approach making sounds for things that make sounds when things happen? What are the considerations and affordances necessary obscure the strings enough to make the sonic marionette believable and delightful? What really defines interactivity?
[perfectpullquote align=”full” cite=”Douglas Adams” link=”http://www.douglasadams.com/dna/19990901-00-a.html” color=”” class=”” size=””]We didn’t need a special word for interactivity in the same way that we don’t (yet) need a special word for people with only one head.[/perfectpullquote]
This month, we’ll look at many lenses we use to view sound for interactive media, and highlight some approaches to designing audio experiences that transcend linearity. Robots, games, installation art, VR–there are so many opportunities for great sound that inspires action from listeners, and then responds to their actions in turn.
Please email richard [at] this site to contribute an article for this month’s topic. And as always, please feel free to go “off-topic” if there’s something else you’re burning to share with the community.