The Prototype Design

I have not updated in some time because I’ve been very busy redesigning the system.

How the design has changed

The original design relied on entirely user-generated sound from stomps, kicks and arm movements. It proved too technically difficult to prototype such a system, and so a more interpretive design was explored. The results of the new design are a result of many hours of prototyping and testing.

Using completely generative sound with the WiiMotes is somewhat difficult because the dancer concentrates on the sound and is not free to dance. This indicates that some form of guidance or underlying beat is needed; the dancer adding or morphing the music. This is the basis for the new design.

I have switched entirely to PureData (“PD”) as a prototyping medium. I am using MusicController to hook into puredata using OSC messages. This is a replacement to using strictly C# code, which takes too long to make change.

The new design

The new design is currently being developed and will be demoed in the upcoming weeks. It features four WiiMotes connected to PD. The WiiMote controls alter or add to the music in some way.

WiiStyler Prototype Design Sketch

WiiStyler Prototype Design Sketch

The dancers amount of movement also alters the music without direct input from the user. As the user begins to dance harder (with more movement), the song samples shift to a higher peak in the song. If the dancer slows down or stops (less movement) the song samples down-shift. This provides a two-fold control of music: both direct and indirect.

More to come soon.

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