INSERT INTO `wp_posts` VALUES (800,2,'2011-12-07 19:20:07','2011-12-08 00:20:07','<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/IMG_0565.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_IMG_0565.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /><a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/IMG_0567.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_IMG_0567.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a></a>This project is similar to the <a href=\"http://www.casperelectronics.com/finished-pieces/sequencers/\">cam shaft sequencer</a> minus all of the moving parts.<br>\r\nI\'m still working on getting all of the <a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/switchScheme.jpg\">circuitry</a> right. <br>There\'s a sample at the bottom of the page that I made using the sequencer to control a <a href=\"http://www.casperelectronics.com/finished-pieces/casper-sk-1/\">casio SK1</a>,an analog bass drum synth and an analog noise synth. <br>\r\nThere\'s also a casper built <a href=\"http://www.casperelectronics.com/images/finishedpieces/echo/S3600062.JPG\">echo</a> circuit in there.<br>\r\nHere are some pictures of the first prototype.\r\n<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/S3600028_1.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_S3600028_1.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n\r\nThe sequencer is made up of four rows of 10 switches.<br>\r\nThere are four different sequences that can be programmed using the switches in that row.\r\nThe left most column is an on/off switch for each row. The right column switches between \"short\" and \"long\" mode for each row. In \"short\" mode, the sequencer creates one 50% duty cycle pulse per step. In \"long\" mode the sequencer outputs a 100% duty cycle pulse per step. So it will string two or more pulses next to each other into one long pulse the image below should clarify.\r\n</p>\r\nHere is the most current schematic as of December 7 2011. Click the image below to enlarge. \r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/casper/Sequencer-schematic.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/Sequencer-schematic-224x300.jpg\" alt=\"\" title=\"Programmable step sequencer\" width=\"400\" height=\"570\" class=\"alignnone size-medium wp-image-793\" /></a>\r\nThe schematic above is a substantial improvement over the other schematics below which I used in the past. I\'m leaving them up for those out there who have used them and need them for reference. Other than that I strongly advise that you use the schematic above. It may be overly complex for your application but I tried to compartmentalize the schematic into its discreet parts so that it can be remixed as needed. </p>\r\n\r\n\r\n.<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/switchScheme.jpg\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_switchScheme.jpg\" width=\"300\" height=\"214\" alt=\"\" title=\"\"  /></a><p>\r\n<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/schem.jpg\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_schem.jpg\" width=\"300\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/S3600031_1.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_S3600031_1.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a><a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/IMG_0567.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_IMG_0567.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/S3600027_1.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_S3600027_1.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a><p><hr/>\r\nHere\'s an awesome schematic of a programmable, rhythmic mixer sent in by <a href=\"http://feastrecordings.com\">SUBBS</a>. Click the the image below to see a larger version.<p>\r\n<a href=\"http://casperelectronics.com/images/finishedpieces/sequencers/CasperSQ%20Mod%20N.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/sequencers/_CasperSQ%20Mod%20N.jpg\" width=\"412\" height=\"500\" alt=\"\" title=\"\"  /></a><hr/>','Step sequencer',0,'','inherit','open','open','','120-revision-6','','','2011-12-07 19:20:07','2011-12-08 00:20:07','',120,'http://casperelectronics.com/2011/12/07/120-revision-6/',0,'revision','',0),(801,2,'2011-12-07 19:21:40','2011-12-08 00:21:40','<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/IMG_0565.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_IMG_0565.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /><a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/IMG_0567.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_IMG_0567.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a></a>This project is similar to the <a href=\"http://www.casperelectronics.com/finished-pieces/sequencers/\">cam shaft sequencer</a> minus all of the moving parts.<br>\r\nI\'m still working on getting all of the <a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/switchScheme.jpg\">circuitry</a> right. <br>There\'s a sample at the bottom of the page that I made using the sequencer to control a <a href=\"http://www.casperelectronics.com/finished-pieces/casper-sk-1/\">casio SK1</a>,an analog bass drum synth and an analog noise synth. <br>\r\nThere\'s also a casper built <a href=\"http://www.casperelectronics.com/images/finishedpieces/echo/S3600062.JPG\">echo</a> circuit in there.<br>\r\nHere are some pictures of the first prototype.\r\n<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/S3600028_1.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_S3600028_1.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n\r\nThe sequencer is made up of four rows of 10 switches.<br>\r\nThere are four different sequences that can be programmed using the switches in that row.\r\nThe left most column is an on/off switch for each row. The right column switches between \"short\" and \"long\" mode for each row. In \"short\" mode, the sequencer creates one 50% duty cycle pulse per step. In \"long\" mode the sequencer outputs a 100% duty cycle pulse per step. So it will string two or more pulses next to each other into one long pulse the image below should clarify.\r\n</p>\r\nHere is the most current schematic as of December 7 2011. Click the image below to enlarge. \r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/casper/Sequencer-schematic.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/folders/2011/12/Sequencer-schematic-776x1024.jpg\" alt=\"\" title=\"Programmable step sequencer\" width=\"400\" height=\"570\" class=\"alignnone size-medium wp-image-793\" /></a>\r\nThe schematic above is a substantial improvement over the other schematics below which I used in the past. I\'m leaving them up for those out there who have used them and need them for reference. Other than that I strongly advise that you use the schematic above. It may be overly complex for your application but I tried to compartmentalize the schematic into its discreet parts so that it can be remixed as needed. </p>\r\n\r\n\r\n.<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/switchScheme.jpg\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_switchScheme.jpg\" width=\"300\" height=\"214\" alt=\"\" title=\"\"  /></a><p>\r\n<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/schem.jpg\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_schem.jpg\" width=\"300\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/S3600031_1.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_S3600031_1.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a><a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/IMG_0567.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_IMG_0567.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n<a href=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/S3600027_1.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/sequencers/_S3600027_1.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a><p><hr/>\r\nHere\'s an awesome schematic of a programmable, rhythmic mixer sent in by <a href=\"http://feastrecordings.com\">SUBBS</a>. Click the the image below to see a larger version.<p>\r\n<a href=\"http://casperelectronics.com/images/finishedpieces/sequencers/CasperSQ%20Mod%20N.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/sequencers/_CasperSQ%20Mod%20N.jpg\" width=\"412\" height=\"500\" alt=\"\" title=\"\"  /></a><hr/>','Step sequencer',0,'','inherit','open','open','','120-revision-7','','','2011-12-07 19:21:40','2011-12-08 00:21:40','',120,'http://casperelectronics.com/2011/12/07/120-revision-7/',0,'revision','',0),(803,2,'2011-12-07 19:27:40','2011-12-08 00:27:40','Here is a schematic I made for an 8 step 4 channel programmable step sequencer for a Make magazine tutorial. I\'ve been waiting till the article is done to post the schematic but it\'s taking longer than expected soooooo..... here it is now.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/casper/Sequencer-schematic.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/Sequencer-schematic-767x1024.jpg\" alt=\"\" title=\"Programmable step sequencer\" width=\"400\" height=\"570\" class=\"alignnone size-medium wp-image-793\" /></a>','New improved step sequencer schematic',0,'','publish','open','open','','new-improved-step-sequencer-scematic','','','2011-12-07 19:27:47','2011-12-08 00:27:47','',0,'http://casperelectronics.com/?p=803',0,'post','',12),(804,2,'2011-12-07 19:27:07','2011-12-08 00:27:07','Here is a schematic I made for an 8 step 4 channel programmable step sequencer for a Make magazine tutorial. I\'ve been waiting till theager to post this for a while and the article is taking longer than expected so here it is now.\n<a href=\"http://casperelectronics.com/wp-content/uploads/casper/Sequencer-schematic.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/Sequencer-schematic-767x1024.jpg\" alt=\"\" title=\"Programmable step sequencer\" width=\"400\" height=\"570\" class=\"alignnone size-medium wp-image-793\" /></a>','New improved step sequencer scematic',0,'','inherit','open','open','','803-revision','','','2011-12-07 19:27:07','2011-12-08 00:27:07','',803,'http://casperelectronics.com/2011/12/07/803-revision/',0,'revision','',0),(805,2,'2011-12-07 19:27:40','2011-12-08 00:27:40','Here is a schematic I made for an 8 step 4 channel programmable step sequencer for a Make magazine tutorial. I\'ve been waiting till the article is done to post the schematic but it\'s taking longer than expected soooooo..... here it is now.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/casper/Sequencer-schematic.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/Sequencer-schematic-767x1024.jpg\" alt=\"\" title=\"Programmable step sequencer\" width=\"400\" height=\"570\" class=\"alignnone size-medium wp-image-793\" /></a>','New improved step sequencer scematic',0,'','inherit','open','open','','803-revision-2','','','2011-12-07 19:27:40','2011-12-08 00:27:40','',803,'http://casperelectronics.com/2011/12/07/803-revision-2/',0,'revision','',0),(806,2,'2011-07-12 00:16:50','2011-07-12 05:16:50','<iframe width=\"425\" height=\"349\" src=\"http://www.youtube.com/embed/KduRVpgk1lA\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<object width=\"425\" height=\"344\"><param name=\"movie\" value=\"http://www.youtube.com/v/QY57may0qBY?hl=en&fs=1\"></param><param name=\"allowFullScreen\" value=\"true\"></param><param name=\"allowscriptaccess\" value=\"always\"></param><embed src=\"http://www.youtube.com/v/QY57may0qBY?hl=en&fs=1\" type=\"application/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\"425\" height=\"344\"></embed></object><p>\r\n<object width=\"425\" height=\"344\"><param name=\"movie\" value=\"http://www.youtube.com/v/n67rXQd2ujI&hl=en_US&fs=1&\"></param><param name=\"allowFullScreen\" value=\"true\"></param><param name=\"allowscriptaccess\" value=\"always\"></param><embed src=\"http://www.youtube.com/v/n67rXQd2ujI&hl=en_US&fs=1&\" type=\"application/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\"425\" height=\"344\"></embed></object>\r\n<object style=\"height: 344px; width: 425px\"><param name=\"movie\" value=\"http://www.youtube.com/v/eldPZzUZL8A\"><param name=\"allowFullScreen\" value=\"true\"><param name=\"allowScriptAccess\" value=\"always\"><embed src=\"http://www.youtube.com/v/eldPZzUZL8A\" type=\"application/x-shockwave-flash\" allowfullscreen=\"true\" allowScriptAccess=\"always\" width=\"425\" height=\"344\"></object>\r\n\r\n<embed type=\"application/x-shockwave-flash\" src=\"http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://casperelectronics.com/wp-content/themes/casper/media/sounds/benjolin-light-synth/benjolin41.mp3\" width=\"400\" height=\"27\" allowscriptaccess=\"never\" quality=\"best\" bgcolor=\"#ffffff\" wmode=\"window\" flashvars=\"playerMode=embedded\" />\r\n<embed type=\"application/x-shockwave-flash\" src=\"http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://www.casperelectronics.com/wp-content/themes/casper/media/sounds/benjolin-light-synth/benjolin51.mp3\" width=\"400\" height=\"27\" allowscriptaccess=\"never\" quality=\"best\" bgcolor=\"#ffffff\" wmode=\"window\" flashvars=\"playerMode=embedded\" /><a href=\"http://casperelectronics.com/images/finishedpieces/benjolin/benjolin11.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/benjolin/_benjolin11.jpg\" width=\"400\" height=\"358\" alt=\"\" title=\"\"  /></a>\r\n<hr>This piece is a complex audio and light pattern generator. It is capable of creating dense sound scape, intricate melodies and pulsing rhythmic sequences.<p>\r\n<h2>Light Synth:</h2><br>\r\nThe light display utilizes 3 high intensity LEDs in red, green and blue. Combining these three colors allows for full spectrum color mixing. Signals taken from the audio circuitry are used to control the 3 LEDs independently. The lights can be configured in a variety of ways to respond to the circuitry. In some cases the relationship between what you hear and what you see will be very obvious, in others it will be less obvious or not at all. Regardless, the sound and light will always be coming form the same circuitry and are linked on some level. I find the varying degrees of connection to be one of the most intriguing aspects of the color display. See the videos below for examples.\r\n</hr><hr>\r\n<object width=\"480\" height=\"385\"><param name=\"movie\" value=\"http://www.youtube.com/v/GXekCqPi_bU?fs=1&amp;hl=en_US\"></param><param name=\"allowFullScreen\" value=\"true\"></param><param name=\"allowscriptaccess\" value=\"always\"></param><embed src=\"http://www.youtube.com/v/GXekCqPi_bU?fs=1&amp;hl=en_US\" type=\"application/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\"400\" height=\"350\"></embed></object></hr><hr>\r\n<h2>The Benjolin:</h2><br>\r\n At the heart of the instrument are 2 <a href=\"http://web.me.com/klangbureau/DIY/Benjolin.html\">Benjolin</a> circuits . You can see the 2 benjolin circuit boards in the photo below. What\'s really exceptional about this circuit is the breadth of sounds and effects that can be generated. It\'s impossible in one sitting to explore all of it\'s potential. I\'ve left this on for the last 2 weeks and have found it to be consistently entertaining.\r\n  </hr><hr><embed type=\"application/x-shockwave-flash\" src=\"http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://www.casperelectronics.com/wp-content/themes/casper/media/sounds/benjolin-light-synth/benjolin3.mp3\" width=\"400\" height=\"27\" allowscriptaccess=\"never\" quality=\"best\" bgcolor=\"#ffffff\" wmode=\"window\" flashvars=\"playerMode=embedded\" />\r\n<embed type=\"application/x-shockwave-flash\" src=\"http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://www.casperelectronics.com/wp-content/themes/casper/media/sounds/benjolin-light-synth/Benjolin1.mp3\" width=\"400\" height=\"27\" allowscriptaccess=\"never\" quality=\"best\" bgcolor=\"#ffffff\" wmode=\"window\" flashvars=\"playerMode=embedded\" />\r\n<a href=\"http://casperelectronics.com/images/finishedpieces/benjolin/benjolin21.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/benjolin/_benjolin21.jpg\" width=\"400\" height=\"265\" alt=\"\" title=\"\"  /></a>\r\n</hr><hr>\r\n<h2>LED display design:</h2>\r\nThe light circuit is really simple. I just used a power transistor and 2 resistors for each color.<p>The transistor I used is model # <strong>TIP122</strong>.<em> I think most any high power transistor will work.</em><p>__________________________________________\r\n <strong>Choosing your LEDs</strong><br>\r\nI used 1Watt LEDs for this piece. These LEDs are great to work with because they are <em>extremely</em> bright and put off a lot of light. A few things to be aware of when using high power LEDs:<br>\r\n---<em>They HAVE to be on a heat sink or they will burn out in a few seconds.</em> I used a 2\"x2\"x.25\" chunk of aluminum for my heat sink. You can attach the LEDs to the heat sink with heat conductive tape or you can bolt it down. If you bolt it, make sure you don\'t short the contacts of the LED to the heat sink. Use plastic bolts or plastic washers to isolate your LED.<br>\r\n---These LEDs pull a lot of power. Make sure you are using a power supply rated to handle the load of the LEDs. It\'s always best to over design. If it needs 700mA use a 1amp supply.<br>\r\n---Protect your eyes. 1Watt and higher LEDs can damage your eyes if you look directly at them for extended periods....really... they\'re bright! so be careful and use a diffuser of some kind. <p>\r\nI\'m using three 1Watt LEDs in RED, GREEN and BLUE. You can use a single tricolor led instead. I tried that and it works fine. Expect to spend $4-$10 a piece for these LEDs. I\'ve had some luck buying them cheaper on ebay, but your better off getting decent quality ones at a pro shop like Mouser.<br>They want to be driven with 350mA to achieve max brightness. The 4.7ohm resistor (collector to cathode resistor) is what is setting the current. This value will change if you use a different power supply. The value will go up if you use a higher voltage supply. I used a mA meter to test the amperage draw of the LED with different limiter resistor values until I got a pull of around 300mA.<p>__________________________________________\r\n</em><br><strong>The driver circuit</strong><br>The driver is what powers your LED. In this case I\'m just using a transistor and a 5volt DC power supply to do this. The transistor is wired EMITTER to ground, COLLECTOR through a 4.7ohm resistor to the LED cathode (the - terminal), BASE through 10k resistor to the control input.<p>__________________________________________\r\n<strong>Choosing a power supply</strong><br>\r\nThe resistor values given above assumes that you are using a 5VDC supply. If you use a wall wart, make sure to test the output. More likely than not it is a few volts higher than marked. If it is, you will want to raise the value of your collector to cathode resistor. Test the current pull of the LED until you get around 300mA. To drive 3 LEDs you will want a supply rated at at least 1.5Amps (1500mA).<br> I chose to make my own supply for this project. I used a 6volt 1.5amp transformer. I used an LM7805 regulator to get a steady 5VDC supply. The regulator will get HOT so make sure to use a big heat sink. Building your own supply is fairly easy but there are some inherent dangers whenever you work with line level AC. If you\'ve never built a power supply before, look up instructions and read about it.<p>__________________________________________\r\n<strong>Input adjustment</strong><br>I also added channel adjustments for each color/input. It\'s a cool feature but not crucial. They\'re not perfectly configured, but they work. The problem is that the brightness sweep is uneven, it drops suddenly then very slowly as you turn the control down. I\'m sure by changing some values around I could get a more even sweep. It works well enough for now.<br> The input jack is wired to the right lug of a 100k pot. The left lug goes to ground through a 10k resistor It\'s powered with a 5VDC 1.5amp supply. The three LEDs combined pull about an amp, so make sure you use a power supply rated at 1.5-2amps+. ALSO test the output of the supply you use. If it outputs more than 5 volts, you will have to adjust the 4.7ohm resistor.  I\'ll try to get a schematic up soon.\r\n<a href=\"http://casperelectronics.com/images/finishedpieces/benjolin/lightSynth2.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/benjolin/_lightSynth2.jpg\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n</hr>\r\nClick on the green arrows in the music player below to hear some samples.','Benjolin Light Synth',0,'','inherit','open','open','','324-revision-8','','','2011-07-12 00:16:50','2011-07-12 05:16:50','',324,'http://casperelectronics.com/2011/07/12/324-revision-8/',0,'revision','',0),(807,2,'2011-12-09 19:50:17','2011-12-10 00:50:17','This is a voice changer/pitch shifter circuit built into an industrial megaphone. \r\nIt\'s loud and its crazy.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/megaphoneVP4.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/megaphoneVP4-257x300.jpg\" alt=\"\" title=\"megaphoneVP4\" width=\"300\" height=\"360\" class=\"alignnone size-medium wp-image-808\" /></a>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/phoneprofile.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/phoneprofile-300x199.jpg\" alt=\"\" title=\"phoneprofile\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-809\" /></a>\r\n<strong>\r\nCONSTRUCTION:</strong>\r\nThe circuitry and especially the control interface were far too large to fit inside the megaphone housing so I built an external control module which clips to the users belt. </p>\r\nThe entire device (megaphone and sound manipulation circuitry) are all battery powered off the same supply so I had to use a connection cable between the phone and control box which could send audio and power. <br>It passes audio from the mic on the phone down to the audio circuit, then send it back up to the phone amp and speaker. I also had to send power from the phone batteries to the sound circuit. I used an insulated XLR cable which worked well. \r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/prototyping.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/prototyping-300x199.jpg\" alt=\"\" title=\"prototyping\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-810\" /></a>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VPmegaPrototyping.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VPmegaPrototyping-300x199.jpg\" alt=\"\" title=\"VPmegaPrototyping\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-811\" /></a>\r\n\r\n<strong>SCHEMATIC:</strong>\r\nHere\'s the latest schematic as of 2010. Still needs some work, but it\'s functional\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4_schm.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4_schm-300x192.jpg\" alt=\"\" title=\"VP4_schm\" width=\"300\" height=\"192\" class=\"alignnone size-medium wp-image-813\" /></a></p>\r\n\r\nOld schematic below as of 2008. lots of weird stuff going on in there... but it took me a long time to hand draw and its fun to look at so I\'m including it anyway:\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4schematic.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4schematic-300x225.jpg\" alt=\"\" title=\"VP4schematic\" width=\"300\" height=\"225\" class=\"alignnone size-medium wp-image-812\" /></a>','Echo/Pitch Shifter megaphone',0,'','publish','open','open','','echopitch-shift-megaphone','','','2011-12-09 19:52:56','2011-12-10 00:52:56','',36,'http://casperelectronics.com/?page_id=807',0,'page','',3),(808,2,'2011-12-09 19:30:13','2011-12-10 00:30:13','','megaphoneVP4',0,'','inherit','open','open','','megaphonevp4','','','2011-12-09 19:30:13','2011-12-10 00:30:13','',807,'http://casperelectronics.com/wp-content/uploads/VP4/megaphoneVP4.jpg',0,'attachment','image/jpeg',0),(809,2,'2011-12-09 19:31:04','2011-12-10 00:31:04','','phoneprofile',0,'','inherit','open','open','','phoneprofile','','','2011-12-09 19:31:04','2011-12-10 00:31:04','',807,'http://casperelectronics.com/wp-content/uploads/VP4/phoneprofile.jpg',0,'attachment','image/jpeg',0),(810,2,'2011-12-09 19:31:35','2011-12-10 00:31:35','','prototyping',0,'','inherit','open','open','','prototyping','','','2011-12-09 19:31:35','2011-12-10 00:31:35','',807,'http://casperelectronics.com/wp-content/uploads/VP4/prototyping.jpg',0,'attachment','image/jpeg',0),(811,2,'2011-12-09 19:32:25','2011-12-10 00:32:25','','VPmegaPrototyping',0,'','inherit','open','open','','vpmegaprototyping','','','2011-12-09 19:32:25','2011-12-10 00:32:25','',807,'http://casperelectronics.com/wp-content/uploads/VP4/VPmegaPrototyping.jpg',0,'attachment','image/jpeg',0),(812,2,'2011-12-09 19:35:43','2011-12-10 00:35:43','','VP4schematic',0,'','inherit','open','open','','vp4schematic','','','2011-12-09 19:35:43','2011-12-10 00:35:43','',807,'http://casperelectronics.com/wp-content/uploads/VP4/VP4schematic.jpg',0,'attachment','image/jpeg',0),(813,2,'2011-12-09 19:48:08','2011-12-10 00:48:08','','VP4_schm',0,'','inherit','open','open','','vp4_schm','','','2011-12-09 19:48:08','2011-12-10 00:48:08','',807,'http://casperelectronics.com/wp-content/uploads/VP4/VP4_schm.jpg',0,'attachment','image/jpeg',0),(814,2,'2011-12-09 19:49:40','2011-12-10 00:49:40','This is a voice changer/pitch shifter circuit built into an industrial megaphone. \nIt\'s loud and its crazy.\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/megaphoneVP4.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/megaphoneVP4-257x300.jpg\" alt=\"\" title=\"megaphoneVP4\" width=\"300\" height=\"360\" class=\"alignnone size-medium wp-image-808\" /></a>\n\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/phoneprofile.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/phoneprofile-300x199.jpg\" alt=\"\" title=\"phoneprofile\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-809\" /></a>\n<strong>\nCONSTRUCTION:</strong>\nThe circuitry and especially the control interface were far too large to fit inside the megaphone housing so I built an external control module which clips to the users belt. </p>\nThe entire device (megaphone and sound manipulation circuitry) are all battery powered off the same supply so I had to use a connection cable between the phone and control box which could send audio and power. <br>It passes audio from the mic on the phone down to the audio circuit, then send it back up to the phone amp and speaker. I also had to send power from the phone batteries to the sound circuit. I used an insulated XLR cable which worked well. \n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/prototyping.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/prototyping-300x199.jpg\" alt=\"\" title=\"prototyping\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-810\" /></a>\n\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VPmegaPrototyping.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VPmegaPrototyping-300x199.jpg\" alt=\"\" title=\"VPmegaPrototyping\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-811\" /></a>\n\n<strong>SCHEMATIC:</strong>\nHere\'s the latest schematic as of 2010. Still needs some work, but it\'s functional\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4_schm.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4_schm-300x192.jpg\" alt=\"\" title=\"VP4_schm\" width=\"300\" height=\"192\" class=\"alignnone size-medium wp-image-813\" /></a></p>\n\nOld schematic as of 2008. lots of weird stuff going on in there... but its fun to look at \n\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4schematic.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4schematic-300x225.jpg\" alt=\"\" title=\"VP4schematic\" width=\"300\" height=\"225\" class=\"alignnone size-medium wp-image-812\" /></a>','VP4 megaphone',0,'','inherit','open','open','','807-revision','','','2011-12-09 19:49:40','2011-12-10 00:49:40','',807,'http://casperelectronics.com/2011/12/09/807-revision/',0,'revision','',0),(815,2,'2011-12-09 19:50:17','2011-12-10 00:50:17','This is a voice changer/pitch shifter circuit built into an industrial megaphone. \r\nIt\'s loud and its crazy.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/megaphoneVP4.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/megaphoneVP4-257x300.jpg\" alt=\"\" title=\"megaphoneVP4\" width=\"300\" height=\"360\" class=\"alignnone size-medium wp-image-808\" /></a>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/phoneprofile.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/phoneprofile-300x199.jpg\" alt=\"\" title=\"phoneprofile\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-809\" /></a>\r\n<strong>\r\nCONSTRUCTION:</strong>\r\nThe circuitry and especially the control interface were far too large to fit inside the megaphone housing so I built an external control module which clips to the users belt. </p>\r\nThe entire device (megaphone and sound manipulation circuitry) are all battery powered off the same supply so I had to use a connection cable between the phone and control box which could send audio and power. <br>It passes audio from the mic on the phone down to the audio circuit, then send it back up to the phone amp and speaker. I also had to send power from the phone batteries to the sound circuit. I used an insulated XLR cable which worked well. \r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/prototyping.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/prototyping-300x199.jpg\" alt=\"\" title=\"prototyping\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-810\" /></a>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VPmegaPrototyping.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VPmegaPrototyping-300x199.jpg\" alt=\"\" title=\"VPmegaPrototyping\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-811\" /></a>\r\n\r\n<strong>SCHEMATIC:</strong>\r\nHere\'s the latest schematic as of 2010. Still needs some work, but it\'s functional\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4_schm.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4_schm-300x192.jpg\" alt=\"\" title=\"VP4_schm\" width=\"300\" height=\"192\" class=\"alignnone size-medium wp-image-813\" /></a></p>\r\n\r\nOld schematic below as of 2008. lots of weird stuff going on in there... but it took me a long time to hand draw and its fun to look at so I\'m including it anyway:\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4schematic.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4schematic-300x225.jpg\" alt=\"\" title=\"VP4schematic\" width=\"300\" height=\"225\" class=\"alignnone size-medium wp-image-812\" /></a>','VP4 megaphone',0,'','inherit','open','open','','807-revision-2','','','2011-12-09 19:50:17','2011-12-10 00:50:17','',807,'http://casperelectronics.com/2011/12/09/807-revision-2/',0,'revision','',0),(816,2,'2011-12-09 19:52:04','2011-12-10 00:52:04','This is a voice changer/pitch shifter circuit built into an industrial megaphone. \r\nIt\'s loud and its crazy.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/megaphoneVP4.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/megaphoneVP4-257x300.jpg\" alt=\"\" title=\"megaphoneVP4\" width=\"300\" height=\"360\" class=\"alignnone size-medium wp-image-808\" /></a>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/phoneprofile.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/phoneprofile-300x199.jpg\" alt=\"\" title=\"phoneprofile\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-809\" /></a>\r\n<strong>\r\nCONSTRUCTION:</strong>\r\nThe circuitry and especially the control interface were far too large to fit inside the megaphone housing so I built an external control module which clips to the users belt. </p>\r\nThe entire device (megaphone and sound manipulation circuitry) are all battery powered off the same supply so I had to use a connection cable between the phone and control box which could send audio and power. <br>It passes audio from the mic on the phone down to the audio circuit, then send it back up to the phone amp and speaker. I also had to send power from the phone batteries to the sound circuit. I used an insulated XLR cable which worked well. \r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/prototyping.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/prototyping-300x199.jpg\" alt=\"\" title=\"prototyping\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-810\" /></a>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VPmegaPrototyping.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VPmegaPrototyping-300x199.jpg\" alt=\"\" title=\"VPmegaPrototyping\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-811\" /></a>\r\n\r\n<strong>SCHEMATIC:</strong>\r\nHere\'s the latest schematic as of 2010. Still needs some work, but it\'s functional\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4_schm.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4_schm-300x192.jpg\" alt=\"\" title=\"VP4_schm\" width=\"300\" height=\"192\" class=\"alignnone size-medium wp-image-813\" /></a></p>\r\n\r\nOld schematic below as of 2008. lots of weird stuff going on in there... but it took me a long time to hand draw and its fun to look at so I\'m including it anyway:\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4schematic.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/VP4/VP4schematic-300x225.jpg\" alt=\"\" title=\"VP4schematic\" width=\"300\" height=\"225\" class=\"alignnone size-medium wp-image-812\" /></a>','Echo/Pitch Shifter megaphone',0,'','inherit','open','open','','807-revision-3','','','2011-12-09 19:52:04','2011-12-10 00:52:04','',807,'http://casperelectronics.com/2011/12/09/807-revision-3/',0,'revision','',0),(817,2,'2011-12-13 17:43:02','2011-12-13 22:43:02','','swordPaw',0,'','inherit','open','open','','swordpaw','','','2011-12-13 17:43:02','2011-12-13 22:43:02','',0,'http://casperelectronics.com/wp-content/uploads/Kosmos/swordPaw.jpg',0,'attachment','image/jpeg',0),(818,2,'2011-12-13 17:43:43','2011-12-13 22:43:43','','install2',0,'','inherit','open','open','','install2','','','2011-12-13 17:43:43','2011-12-13 22:43:43','',376,'http://casperelectronics.com/wp-content/uploads/Kosmos/install2.jpg',0,'attachment','image/jpeg',0),(819,2,'2011-12-13 17:44:10','2011-12-13 22:44:10','','KosmosMom',0,'','inherit','open','open','','kosmosmom','','','2011-12-13 17:44:10','2011-12-13 22:44:10','',376,'http://casperelectronics.com/wp-content/uploads/Kosmos/KosmosMom.jpg',0,'attachment','image/jpeg',0),(820,2,'2011-10-21 17:27:29','2011-10-21 22:27:29','<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/Kosmos1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/Kosmos1.jpg\" alt=\"\" title=\"Kosmos1\" width=\"460\" height=\"300\" class=\"alignnone size-full wp-image-739\" /></a></p>\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/kosmos2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/kosmos2.jpg\" alt=\"\" title=\"kosmos2\" width=\"460\" height=\"400\" class=\"alignnone size-full wp-image-740\" /></a></p>\r\nKosmos is a new piece commissioned by the Contemporary Artists Center and funded in part by the New York Foundation For the Arts. \r\nIt was designed by myself and <a href=\"http://www.twistycat.org/\">Ed Bear</a> and is a continuation of my exploration of the ORB. \r\nThis piece is brand new and more documentation is on its way. \r\n<p>\r\nThe orbs are hung outside and respond to environmental noise in the form of colored light and pseudo random digital audio tone output. In both cases the output (light and sound) react to the amplitude and frequency of audio received. Put simply, high frequency sounds like a child screaming (see the video below) will be one color and sound while low frequency sounds will be another. \r\n\r\nThe audio is analyzed using two methods, one is simply amplitude or peak tracking. This is used to trigger the audio output when the amplitude of the incoming audio signal exceeds a preset level. All other audio analysis uses FFT (fast fourier transform) algorithms to read the spectral content of the environmental sound. This allows for a broad reading of many sounds in an environment not just one dominant signal. Therefore specific ranges of sound such as human speech or wind can be pinpointed and ignored or listened to accordingly. In this case the orbs are especially sensitive to human voice and less sensitive to wind or cars driving by. \r\n<iframe width=\"420\" height=\"315\" src=\"http://www.youtube.com/embed/Q5h5pz_BF4g\" frameborder=\"0\" allowfullscreen></iframe>','Kosmos',0,'','inherit','open','open','','376-revision-24','','','2011-10-21 17:27:29','2011-10-21 22:27:29','',376,'http://casperelectronics.com/2011/10/21/376-revision-24/',0,'revision','',0),(821,2,'2011-12-13 17:47:32','2011-12-13 22:47:32','<iframe width=\"420\" height=\"210\" src=\"http://www.youtube.com/embed/6AtsTzsmS74\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/KosmosMom.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/KosmosMom-300x199.jpg\" alt=\"\" title=\"KosmosMom\" width=\"460\" height=\"300\" class=\"alignnone size-medium wp-image-819\" /></a>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/install2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/install2-300x199.jpg\" alt=\"\" title=\"install2\" width=\"460\" height=\"300\" class=\"alignnone size-medium wp-image-818\" /></a>\r\n\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/Kosmos1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/Kosmos1.jpg\" alt=\"\" title=\"Kosmos1\" width=\"460\" height=\"300\" class=\"alignnone size-full wp-image-739\" /></a></p>\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/kosmos2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/kosmos2.jpg\" alt=\"\" title=\"kosmos2\" width=\"460\" height=\"400\" class=\"alignnone size-full wp-image-740\" /></a></p>\r\nKosmos is a new piece commissioned by the Contemporary Artists Center and funded in part by the New York Foundation For the Arts. \r\nIt was designed by myself and <a href=\"http://www.twistycat.org/\">Ed Bear</a> and is a continuation of my exploration of the ORB. \r\nThis piece is brand new and more documentation is on its way. \r\n<p>\r\nThe orbs are hung outside and respond to environmental noise in the form of colored light and pseudo random digital audio tone output. In both cases the output (light and sound) react to the amplitude and frequency of audio received. Put simply, high frequency sounds like a child screaming (see the video below) will be one color and sound while low frequency sounds will be another. \r\n\r\nThe audio is analyzed using two methods, one is simply amplitude or peak tracking. This is used to trigger the audio output when the amplitude of the incoming audio signal exceeds a preset level. All other audio analysis uses FFT (fast fourier transform) algorithms to read the spectral content of the environmental sound. This allows for a broad reading of many sounds in an environment not just one dominant signal. Therefore specific ranges of sound such as human speech or wind can be pinpointed and ignored or listened to accordingly. In this case the orbs are especially sensitive to human voice and less sensitive to wind or cars driving by. \r\n<iframe width=\"420\" height=\"315\" src=\"http://www.youtube.com/embed/Q5h5pz_BF4g\" frameborder=\"0\" allowfullscreen></iframe>','Kosmos',0,'','inherit','open','open','','376-revision-25','','','2011-12-13 17:47:32','2011-12-13 22:47:32','',376,'http://casperelectronics.com/2011/12/13/376-revision-25/',0,'revision','',0),(822,2,'2011-12-13 18:18:05','2011-12-13 23:18:05','','IMG_2137',0,'','inherit','open','open','','img_2137','','','2011-12-13 18:18:05','2011-12-13 23:18:05','',376,'http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2137.jpg',0,'attachment','image/jpeg',0),(823,2,'2011-12-13 18:21:27','2011-12-13 23:21:27','','IMG_2142',0,'','inherit','open','open','','img_2142','','','2011-12-13 18:21:27','2011-12-13 23:21:27','',376,'http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2142.jpg',0,'attachment','image/jpeg',0),(824,2,'2011-12-13 18:22:01','2011-12-13 23:22:01','','IMG_2128',0,'','inherit','open','open','','img_2128','','','2011-12-13 18:22:01','2011-12-13 23:22:01','',376,'http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2128.jpg',0,'attachment','image/jpeg',0),(825,2,'2011-12-13 18:22:43','2011-12-13 23:22:43','','IMG_2132',0,'','inherit','open','open','','img_2132','','','2011-12-13 18:22:43','2011-12-13 23:22:43','',376,'http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2132.jpg',0,'attachment','image/jpeg',0),(826,2,'2011-12-13 17:49:13','2011-12-13 22:49:13','<iframe width=\"460\" height=\"300\" src=\"http://www.youtube.com/embed/6AtsTzsmS74\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/KosmosMom.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/KosmosMom-300x199.jpg\" alt=\"\" title=\"KosmosMom\" width=\"460\" height=\"300\" class=\"alignnone size-medium wp-image-819\" /></a></p>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/Kosmos1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/Kosmos1.jpg\" alt=\"\" title=\"Kosmos1\" width=\"460\" height=\"300\" class=\"alignnone size-full wp-image-739\" /></a></p>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/kosmos2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/kosmos2.jpg\" alt=\"\" title=\"kosmos2\" width=\"460\" height=\"400\" class=\"alignnone size-full wp-image-740\" /></a></p>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/install2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/install2-300x199.jpg\" alt=\"\" title=\"install2\" width=\"460\" height=\"300\" class=\"alignnone size-medium wp-image-818\" /></a></p>\r\n\r\nKosmos is a new piece commissioned by the Contemporary Artists Center and funded in part by the New York Foundation For the Arts. \r\nIt was designed by myself and <a href=\"http://www.twistycat.org/\">Ed Bear</a> and is a continuation of my exploration of the ORB. \r\nThis piece is brand new and more documentation is on its way. \r\n<p>\r\nThe orbs are hung outside and respond to environmental noise in the form of colored light and pseudo random digital audio tone output. In both cases the output (light and sound) react to the amplitude and frequency of audio received. Put simply, high frequency sounds like a child screaming (see the video below) will be one color and sound while low frequency sounds will be another. \r\n\r\nThe audio is analyzed using two methods, one is simply amplitude or peak tracking. This is used to trigger the audio output when the amplitude of the incoming audio signal exceeds a preset level. All other audio analysis uses FFT (fast fourier transform) algorithms to read the spectral content of the environmental sound. This allows for a broad reading of many sounds in an environment not just one dominant signal. Therefore specific ranges of sound such as human speech or wind can be pinpointed and ignored or listened to accordingly. In this case the orbs are especially sensitive to human voice and less sensitive to wind or cars driving by. \r\n<iframe width=\"420\" height=\"315\" src=\"http://www.youtube.com/embed/Q5h5pz_BF4g\" frameborder=\"0\" allowfullscreen></iframe>','Kosmos',0,'','inherit','open','open','','376-revision-26','','','2011-12-13 17:49:13','2011-12-13 22:49:13','',376,'http://casperelectronics.com/2011/12/13/376-revision-26/',0,'revision','',0),(827,2,'2011-12-13 18:24:31','2011-12-13 23:24:31','','IMG_2171',0,'','inherit','open','open','','img_2171','','','2011-12-13 18:24:31','2011-12-13 23:24:31','',376,'http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2171.jpg',0,'attachment','image/jpeg',0),(828,2,'2011-12-13 18:23:01','2011-12-13 23:23:01','<iframe width=\"460\" height=\"300\" src=\"http://www.youtube.com/embed/6AtsTzsmS74\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/KosmosMom.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/KosmosMom-300x199.jpg\" alt=\"\" title=\"KosmosMom\" width=\"460\" height=\"300\" class=\"alignnone size-medium wp-image-819\" /></a></p>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/Kosmos1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/Kosmos1.jpg\" alt=\"\" title=\"Kosmos1\" width=\"460\" height=\"300\" class=\"alignnone size-full wp-image-739\" /></a></p>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/kosmos2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/kosmos2.jpg\" alt=\"\" title=\"kosmos2\" width=\"460\" height=\"400\" class=\"alignnone size-full wp-image-740\" /></a></p>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/install2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/install2-300x199.jpg\" alt=\"\" title=\"install2\" width=\"460\" height=\"300\" class=\"alignnone size-medium wp-image-818\" /></a></p>\r\n\r\nKosmos is a new piece commissioned by the Contemporary Artists Center and funded in part by the New York Foundation For the Arts. \r\nIt was designed by myself and <a href=\"http://www.twistycat.org/\">Ed Bear</a> and is a continuation of my exploration of the ORB. \r\nThis piece is brand new and more documentation is on its way. \r\n<p>\r\nThe orbs are hung outside and respond to environmental noise in the form of colored light and pseudo random digital audio tone output. In both cases the output (light and sound) react to the amplitude and frequency of audio received. Put simply, high frequency sounds like a child screaming (see the video below) will be one color and sound while low frequency sounds will be another. \r\n\r\nThe audio is analyzed using two methods, one is simply amplitude or peak tracking. This is used to trigger the audio output when the amplitude of the incoming audio signal exceeds a preset level. All other audio analysis uses FFT (fast fourier transform) algorithms to read the spectral content of the environmental sound. This allows for a broad reading of many sounds in an environment not just one dominant signal. Therefore specific ranges of sound such as human speech or wind can be pinpointed and ignored or listened to accordingly. In this case the orbs are especially sensitive to human voice and less sensitive to wind or cars driving by. \r\n<iframe width=\"420\" height=\"315\" src=\"http://www.youtube.com/embed/Q5h5pz_BF4g\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<strong>ASSEMBLY:</strong>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2137.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2137.jpg\" alt=\"\" title=\"IMG_2137\" width=\"460\" height=\"343\" class=\"alignnone size-full wp-image-822\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2128.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2128.jpg\" alt=\"\" title=\"IMG_2128\" width=\"460\" height=\"615\" class=\"alignnone size-full wp-image-824\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2132.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2132.jpg\" alt=\"\" title=\"IMG_2132\" width=\"460\" height=\"615\" class=\"alignnone size-full wp-image-825\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2142.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2142.jpg\" alt=\"\" title=\"IMG_2142\" width=\"460\" height=\"615\" class=\"alignnone size-full wp-image-823\" /></a>\r\n','Kosmos',0,'','inherit','open','open','','376-revision-27','','','2011-12-13 18:23:01','2011-12-13 23:23:01','',376,'http://casperelectronics.com/2011/12/13/376-revision-27/',0,'revision','',0),(829,2,'2011-12-13 18:24:42','2011-12-13 23:24:42','<iframe width=\"460\" height=\"300\" src=\"http://www.youtube.com/embed/6AtsTzsmS74\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/KosmosMom.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/KosmosMom-300x199.jpg\" alt=\"\" title=\"KosmosMom\" width=\"460\" height=\"300\" class=\"alignnone size-medium wp-image-819\" /></a></p>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/Kosmos1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/Kosmos1.jpg\" alt=\"\" title=\"Kosmos1\" width=\"460\" height=\"300\" class=\"alignnone size-full wp-image-739\" /></a></p>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/kosmos2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/kosmos2.jpg\" alt=\"\" title=\"kosmos2\" width=\"460\" height=\"400\" class=\"alignnone size-full wp-image-740\" /></a></p>\r\n\r\n<p><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/install2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/install2-300x199.jpg\" alt=\"\" title=\"install2\" width=\"460\" height=\"300\" class=\"alignnone size-medium wp-image-818\" /></a></p>\r\n\r\nKosmos is a new piece commissioned by the Contemporary Artists Center and funded in part by the New York Foundation For the Arts. \r\nIt was designed by myself and <a href=\"http://www.twistycat.org/\">Ed Bear</a> and is a continuation of my exploration of the ORB. \r\nThis piece is brand new and more documentation is on its way. \r\n<p>\r\nThe orbs are hung outside and respond to environmental noise in the form of colored light and pseudo random digital audio tone output. In both cases the output (light and sound) react to the amplitude and frequency of audio received. Put simply, high frequency sounds like a child screaming (see the video below) will be one color and sound while low frequency sounds will be another. \r\n\r\nThe audio is analyzed using two methods, one is simply amplitude or peak tracking. This is used to trigger the audio output when the amplitude of the incoming audio signal exceeds a preset level. All other audio analysis uses FFT (fast fourier transform) algorithms to read the spectral content of the environmental sound. This allows for a broad reading of many sounds in an environment not just one dominant signal. Therefore specific ranges of sound such as human speech or wind can be pinpointed and ignored or listened to accordingly. In this case the orbs are especially sensitive to human voice and less sensitive to wind or cars driving by. \r\n<iframe width=\"420\" height=\"315\" src=\"http://www.youtube.com/embed/Q5h5pz_BF4g\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<strong>ASSEMBLY:</strong>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2137.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2137.jpg\" alt=\"\" title=\"IMG_2137\" width=\"460\" height=\"343\" class=\"alignnone size-full wp-image-822\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2128.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2128.jpg\" alt=\"\" title=\"IMG_2128\" width=\"460\" height=\"615\" class=\"alignnone size-full wp-image-824\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2132.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2132.jpg\" alt=\"\" title=\"IMG_2132\" width=\"460\" height=\"615\" class=\"alignnone size-full wp-image-825\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2142.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2142.jpg\" alt=\"\" title=\"IMG_2142\" width=\"460\" height=\"615\" class=\"alignnone size-full wp-image-823\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2171.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Kosmos/IMG_2171.jpg\" alt=\"\" title=\"IMG_2171\" width=\"460\" height=\"615\" class=\"alignnone size-full wp-image-827\" /></a>\r\n','Kosmos',0,'','inherit','open','open','','376-revision-28','','','2011-12-13 18:24:42','2011-12-13 23:24:42','',376,'http://casperelectronics.com/2011/12/13/376-revision-28/',0,'revision','',0),(830,2,'2011-12-13 22:45:18','2011-12-14 03:45:18','','IMG_1439',0,'','inherit','open','open','','img_1439','','','2011-12-13 22:45:18','2011-12-14 03:45:18','',545,'http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/IMG_1439.jpg',0,'attachment','image/jpeg',0),(831,2,'2011-10-21 17:37:15','2011-10-21 22:37:15','<p><a href=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/fromAbove.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/fromAbove-300x225.jpg\" alt=\"\" title=\"fromAbove\" width=\"400\" height=\"275\" class=\"alignleft size-medium wp-image-608\" /></a></p>\r\n___________________________________________________\r\nThis is a completely modular performance synthesizer designed to generate a <strong>wide</strong> range of sounds and musical environments while also being relatively portable. It was custom built to fit snugly into a military grade shipping case and is reinforced to withstand lots of bumps and thumps.<p> There\'s no midi or presets on this thing. All sounds and sequences are created by patching points together and building up complex musical systems. The synthesizer is similar to many modular synths of the past but incorporates a number of unconventional modules like frequency controlled audio samplers and a voltage controlled light display. The basic layout is: about a dozen analog oscillators and filters, 3 loop-able random sequence generators, a clumsy but effective analog drum machine, a fleet of glitched out 80\'s era digital effects circuits, 3 <a href=\"http://www.electricdruid.net/index.php?page=projects.taplfo\"> micro controller based tap tempo LFO/rhythm clocks</a> a whole bunch of mixers, a stereo compressor and a high power light synth. Some of it is custom designed circuitry, some is adapted from online schematics, some is circuit bent, some is off the shelf. \r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/Rhizome2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/Rhizome2-300x225.jpg\" alt=\"\" title=\"Rhizome2\" width=\"400\" height=\"300\" class=\"alignleft size-medium wp-image-540\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/casperVSnonhorse.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/casperVSnonhorse.jpg\" alt=\"\" title=\"casperVSnonhorse\" width=\"400\" height=\"570\" class=\"alignleft size-full wp-image-610\" /></a>\r\n\r\n\r\n<h2>Features:</h2>\r\n<hr>\r\nDrum machine:\r\nThe drum machine uses a modified MegaPercussiveSynth module which you can read about <a href=\"http://www.birthofasynth.com/Thomas_Henry/Pages/MPS_project.html#Get_an_MPS_PCB_from_electro-music!\">here</a>. You can buy the PCB <a href=\"http://electro-music.com/catalog/product_info.php/cPath/54/products_id/104\">here</a>. The MPS is designed to generate a single drum tone made up of three voices. I made a small adjustment to the board to isolate the voices and allow for triggering of the individual voices. This makes up my whole drum sound bank. The sequencer section uses a bunch of CMOS chips and 2 obsolete rhythm sequence chips (LM8972). \r\nHere\'s a video of my first experiments with the LM8972 drum brain IC:\r\n<iframe width=\"450\" height=\"300\" src=\"http://www.youtube.com/embed/3jOW5beI5JA\" frameborder=\"0\" allowfullscreen></iframe>\r\n<hr>\r\nModular Benjolin:\r\nThe core sound making element of this piece is three <a href=\"http://casperelectronics.com/finished-pieces/benjolin/modular-benjolin/\">Modular Benjolins</a>.\r\nearly stages of prototyping:\r\n<iframe width=\"450\" height=\"300\" src=\"http://www.youtube.com/embed/uaFwLh4pHGw\" frameborder=\"0\" allowfullscreen></iframe>\r\nAlmost done:\r\n<iframe width=\"450\" height=\"300\" src=\"http://www.youtube.com/embed/29BifcJ0Q6A\" frameborder=\"0\" allowfullscreen></iframe>\r\nIts done!:\r\n<iframe width=\"450\" height=\"300\" src=\"http://www.youtube.com/embed/-WUEDNQ3Ip4\" frameborder=\"0\" allowfullscreen></iframe>\r\n<hr>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/IMG_1451.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/IMG_1451-300x199.jpg\" alt=\"\" title=\"IMG_1451\" width=\"400\" height=\"275\" /></a>\r\n\r\n\r\n<object height=\"81\" width=\"100%\"> <param name=\"movie\" value=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F18942153\"></param> <param name=\"allowscriptaccess\" value=\"always\"></param> <embed allowscriptaccess=\"always\" height=\"81\" src=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F18942153\" type=\"application/x-shockwave-flash\" width=\"100%\"></embed> </object>  <span><a href=\"http://soundcloud.com/casperelectronics/inside-the-hollow-tree\">The Hollow Tree</a> by <a href=\"http://soundcloud.com/casperelectronics\">casperelectronics</a></span> \r\n<object height=\"81\" width=\"100%\"> <param name=\"movie\" value=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F18406748\"></param> <param name=\"allowscriptaccess\" value=\"always\"></param> <embed allowscriptaccess=\"always\" height=\"81\" src=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F18406748\" type=\"application/x-shockwave-flash\" width=\"100%\"></embed> </object>  <span><a href=\"http://soundcloud.com/casperelectronics/hot-cement\">Hot Pavement</a> by <a href=\"http://soundcloud.com/casperelectronics\">casperelectronics</a></span> \r\n\r\n<object height=\"81\" width=\"100%\"> <param name=\"movie\" value=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F18529179\"></param> <param name=\"allowscriptaccess\" value=\"always\"></param> <embed allowscriptaccess=\"always\" height=\"81\" src=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F18529179\" type=\"application/x-shockwave-flash\" width=\"100%\"></embed> </object>  <span><a href=\"http://soundcloud.com/casperelectronics/beat-repeater\">beat repeater</a> by <a href=\"http://soundcloud.com/casperelectronics\">casperelectronics</a></span> ','Modular Performance Synthesizer',0,'','inherit','open','open','','545-revision-34','','','2011-10-21 17:37:15','2011-10-21 22:37:15','',545,'http://casperelectronics.com/2011/10/21/545-revision-34/',0,'revision','',0),(832,2,'2011-12-23 13:19:47','2011-12-23 18:19:47','<strong><a href=\"http://dylanpalmediy.blogspot.com/2011/12/modding-boss-ds-1.html\">Here\'s</a> a great step by step how to with a really nice video from <a href=\"http://dylanpalmediy.blogspot.com\">Dylan Palme</a>. Definitely worth checking out if you\'re considering doing this mod.<p></strong>\n<iframe width=\"420\" height=\"315\" src=\"http://www.youtube.com/embed/L2OYqSrIBag\" frameborder=\"0\" allowfullscreen></iframe>\n\n\n <a href=\"http://www.casperelectronics.com/images/finishedpieces/BOSSds-1/S3600038.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/BOSSds-1/_S3600038.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a>\n<strong>The photo above shows two switches. One is illustrated below, the other is not very good, so I didn\'t include it in the illustration</strong>.\n\n<p>\nThis page shows how to install a gated feedback effect. It\'s a really great sounding effect. Sort of ringmod meets harmonic exciter of some sort.<p>\n<strong>What is feedback</strong>?<br>\n Basically feedback is where the audio signal from somewhere along the signal path is fed back into an amplifier stage somewhere EARLIER in the path. This creates a feedback tone and can result in some really nice sounding, rich tones when an incoming signal fights with the feedback tone.\n <strong>The problem with feedback</strong> <br>\nis that when there is NO incoming audio signal, there is just steady, squealing tone.\n<strong>Gated Feedback is the solution</strong><br>\nI wanted to find a way to make the effect happen only when there was sound feeding into the pedal, so that when you aren\'t playing into it, there\'s no sound output.<p>\nA <strong>transistor configured as a gate</strong> is the answer. I experimented with some transistors configured different ways and found the 2N3904 NPN to be the most effective.<br> <strong> I encourage people to experiment with different types of transistors</strong>.<p><h2>PLEASE READ!!!<br>\nIn the drawing below, the yellow wires and purple and blue wires are the same mod! I photographed the circuit board after I had installed the mod switch. It\'s impossible to see how the purple wires connect to the transistor and switch, so I drew yellow wires to illustrate how to wire everything. Ignore the purple and blue wires! </h2> <br><a href=\"http://www.casperelectronics.com/images/finishedpieces/BOSSds-1/BOSSSSDS-1.jpg\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/BOSSds-1/_BOSSSSDS-1.jpg\" width=\"300\" height=\"400\" alt=\"\" title=\"\"  /></a><br>NOTES:<br>- The distortion knob controls the effect.<br>\n-I soldered the transistor to the component side of the board so that I could still close the back cover. The back cover presses right against the solder side of the board so there\'s no room to add components.','BOSS DS-1',0,'','inherit','open','open','','125-autosave','','','2011-12-23 13:19:47','2011-12-23 18:19:47','',125,'http://casperelectronics.com/2011/12/23/125-autosave/',0,'revision','',0),(833,2,'2010-02-16 01:46:20','2010-02-16 06:46:20','<a href=\"http://www.casperelectronics.com/images/finishedpieces/BOSSds-1/S3600038.JPG\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/BOSSds-1/_S3600038.JPG\" width=\"400\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n<strong>The photo above shows two switches. One is illustrated below, the other is not very good, so I didn\'t include it in the illustration</strong>.\r\n\r\n<p>\r\nThis page shows how to install a gated feedback effect. It\'s a really great sounding effect. Sort of ringmod meets harmonic exciter of some sort.<p>\r\n<strong>What is feedback</strong>?<br>\r\n Basically feedback is where the audio signal from somewhere along the signal path is fed back into an amplifier stage somewhere EARLIER in the path. This creates a feedback tone and can result in some really nice sounding, rich tones when an incoming signal fights with the feedback tone.\r\n <strong>The problem with feedback</strong> <br>\r\nis that when there is NO incoming audio signal, there is just steady, squealing tone.\r\n<strong>Gated Feedback is the solution</strong><br>\r\nI wanted to find a way to make the effect happen only when there was sound feeding into the pedal, so that when you aren\'t playing into it, there\'s no sound output.<p>\r\nA <strong>transistor configured as a gate</strong> is the answer. I experimented with some transistors configured different ways and found the 2N3904 NPN to be the most effective.<br> <strong> I encourage people to experiment with different types of transistors</strong>.<p><h2>PLEASE READ!!!<br>\r\nIn the drawing below, the yellow wires and purple and blue wires are the same mod! I photographed the circuit board after I had installed the mod switch. It\'s impossible to see how the purple wires connect to the transistor and switch, so I drew yellow wires to illustrate how to wire everything. Ignore the purple and blue wires! </h2> <br><a href=\"http://www.casperelectronics.com/images/finishedpieces/BOSSds-1/BOSSSSDS-1.jpg\"><img src=\"http://www.casperelectronics.com/images/finishedpieces/BOSSds-1/_BOSSSSDS-1.jpg\" width=\"300\" height=\"400\" alt=\"\" title=\"\"  /></a><br>NOTES:<br>- The distortion knob controls the effect.<br>\r\n-I soldered the transistor to the component side of the board so that I could still close the back cover. The back cover presses right against the solder side of the board so there\'s no room to add components.','BOSS DS-1',0,'','inherit','open','open','','125-revision','','','2010-02-16 01:46:20','2010-02-16 06:46:20','',125,'http://casperelectronics.com/2010/02/16/125-revision/',0,'revision','',0),(834,2,'2011-12-07 00:32:11','2011-12-07 05:32:11','','Auto Draft',0,'','inherit','open','open','','791-revision','','','2011-12-07 00:32:11','2011-12-07 05:32:11','',791,'http://casperelectronics.com/2011/12/07/791-revision/',0,'revision','',0),(852,2,'2012-01-27 20:59:58','2012-01-28 01:59:58','<img alt=\"\" src=\"http://gsunewmedia.files.wordpress.com/2012/01/circuit3.jpg?w=640\" title=\"workshop\" class=\"alignnone\" width=\"400\" height=\"600\" />','circuit bending workshop 1/31 5-9pm Georgia Southern University',0,'','publish','open','open','','circuit-bending-workshop-131-5-9pm-georgia-southern-university','','','2012-01-27 21:00:32','2012-01-28 02:00:32','',0,'http://casperelectronics.com/?p=852',0,'post','',0),(836,2,'2011-12-24 02:25:47','2011-12-24 07:25:47','<iframe width=\"560\" height=\"315\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\nI\'m working on a new installation for a show at Georgia Southern University. There\'s a lot of layers to this piece that I\'m pretty excited about. I\'m using a simple modular synth (The MFOS sound lab ultimate with added ring mod) as a complex feedback pattern generator. I could talk about this part for a while. The oscillators are feeding the ring mod and sample&hold modules, then they are feeding the frequency input of the oscillators. Its a tangle of feedback signals that results in extremely varied and surprisingly animated patterns.\n Then I\'m using several voltage outputs from the system (oscillators, sample&hold, ring mod out, etc) as control voltages to feed glitch gate transistors in the nintendo video brain. With some tweaking I\'ve been able to get a pretty broad range of visual patterns and I\'m really excited about the frequency alignment patterns that are emerging when the control oscillator frequency and video rate frequency align at various harmonics. There\'s a lot of potential depth in this layout that I\'ll be spending the next 2 weeks exploring. ','Ninendo glitch synthesizer',0,'','inherit','open','open','','791-revision-2','','','2011-12-24 02:25:47','2011-12-24 07:25:47','',791,'http://casperelectronics.com/2011/12/24/791-revision-2/',0,'revision','',0),(838,2,'2012-01-05 16:59:36','2012-01-05 21:59:36','BitBender was commissioned by the Contemporary Gallery at <a href=\"http://class.georgiasouthern.edu/art/events_and_exhibits_archives.html\">Georgia Southern University</a>. It has been shown at the Contemporary Gallery and at The Clock Tower Gallery in Manhattan New York.  \r\nBitBender is an interactive installation which invites viewers to play games while also generating complex sounds and interlinked video glitch effects by manipulating a custom joystick. \r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1-300x200.jpg\" alt=\"\" title=\"SONY DSC\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-896\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<iframe width=\"400\" height=\"275\" src=\"http://www.youtube.com/embed/NJiRVGVSRlY?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<hr>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo-150x150.jpg\" alt=\"\" title=\"nintendo\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-882\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick-150x150.jpg\" alt=\"\" title=\"joystick\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-883\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitBender is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitBender is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the game controller allows for standard game play. As long as the viewer only touches the joystick and buttons the game will function normally. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n','Bit Bender',0,'','publish','open','open','','bit-bender','','','2012-10-12 18:11:47','2012-10-12 23:11:47','',440,'http://casperelectronics.com/?page_id=838',0,'page','',0),(839,2,'2012-01-05 16:57:46','2012-01-05 21:57:46','','diagram3',0,'','inherit','open','open','','diagram3','','','2012-01-05 16:57:46','2012-01-05 21:57:46','',838,'http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg',0,'attachment','image/jpeg',0),(840,2,'2012-01-05 16:58:58','2012-01-05 21:58:58','','photo',0,'','inherit','open','open','','photo','','','2012-01-05 16:58:58','2012-01-05 21:58:58','',838,'http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg',0,'attachment','image/jpeg',0),(841,2,'2012-01-05 16:51:01','2012-01-05 21:51:01','','Bit Shifter',0,'','inherit','open','open','','838-revision','','','2012-01-05 16:51:01','2012-01-05 21:51:01','',838,'http://casperelectronics.com/2012/01/05/838-revision/',0,'revision','',0),(842,2,'2012-10-12 18:09:58','2012-10-12 23:09:58','BitBender was commissioned by the Contemporary Gallery at<a href=\"http://class.georgiasouthern.edu/art/events_and_exhibits_archives.html\">Georgia Southern University</a>. It has been shown at the Contemporary Gallery and at Clock Tower Gallery in M \nBitBender is an interactive installation which invites viewers to play games while also generating complex sounds and interlinked video glitch effects by manipulating a custom joystick. <a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1-300x200.jpg\" alt=\"\" title=\"SONY DSC\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-896\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-854\" /></a>\n<iframe width=\"400\" height=\"275\" src=\"http://www.youtube.com/embed/NJiRVGVSRlY?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\n<hr>\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo-150x150.jpg\" alt=\"\" title=\"nintendo\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-882\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick-150x150.jpg\" alt=\"\" title=\"joystick\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-883\" /></a>\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\n\n\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\n\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\n<em><strong>INTRO:</strong></em>\nBitBender is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \n\n<em><strong>LAYOUT:</strong></em>\nBitBender is made up of three main blocks (see figure 1 for hardware layout):\n1.	Modified Nintendo game system\n2.	Analog voltage controlled signal generator\n3.	Game/synthesizer controllers\n\n<em><strong>USE:</strong></em>\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the game controller allows for standard game play. As long as the viewer only touches the joystick and buttons the game will function normally. \nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \n1.	The game sound track from the Nintendo is silenced.\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \n\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \n\n<em><strong>THE HARDWARE:</strong></em>\n<strong>Nintendo Game System.</strong>\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \n<strong>\nAnalog voltage controlled signal generator</strong>\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \nThe synth contains the following modules:\n-3 oscillators\n-1  low pass filter\n- 2 amplifiers\n- 1 ring modulator\n- 1 sample and hold \n-1 envelope generator\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \n\n\n <strong>Game/Synth controller.</strong> \nThere are two identical controllers. All details below apply to both controllers.\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \n\n<em><strong>TECH:</strong></em>\n<strong>Video Glitching.</strong>\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \n\n<strong>Joystick.</strong>\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \n \n\n','Bit Bender',0,'','inherit','open','open','','838-autosave','','','2012-10-12 18:09:58','2012-10-12 23:09:58','',838,'http://casperelectronics.com/2012/01/05/838-autosave/',0,'revision','',0),(843,2,'2012-01-05 16:59:36','2012-01-05 21:59:36','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"500\" height=\"750\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"500\" height=\"950\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-2','','','2012-01-05 16:59:36','2012-01-05 21:59:36','',838,'http://casperelectronics.com/2012/01/05/838-revision-2/',0,'revision','',0),(844,2,'2012-01-05 17:01:09','2012-01-05 22:01:09','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"650\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"800\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-3','','','2012-01-05 17:01:09','2012-01-05 22:01:09','',838,'http://casperelectronics.com/2012/01/05/838-revision-3/',0,'revision','',0),(845,2,'2012-01-05 17:01:33','2012-01-05 22:01:33','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"650\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-4','','','2012-01-05 17:01:33','2012-01-05 22:01:33','',838,'http://casperelectronics.com/2012/01/05/838-revision-4/',0,'revision','',0),(846,2,'2012-01-05 17:09:59','2012-01-05 22:09:59','<iframe width=\"500\" height=\"270\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"650\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-5','','','2012-01-05 17:09:59','2012-01-05 22:09:59','',838,'http://casperelectronics.com/2012/01/05/838-revision-5/',0,'revision','',0),(847,2,'2012-01-05 17:10:29','2012-01-05 22:10:29','<iframe width=\"480\" height=\"250\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"650\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-6','','','2012-01-05 17:10:29','2012-01-05 22:10:29','',838,'http://casperelectronics.com/2012/01/05/838-revision-6/',0,'revision','',0),(848,2,'2012-01-05 17:10:45','2012-01-05 22:10:45','<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-7','','','2012-01-05 17:10:45','2012-01-05 22:10:45','',838,'http://casperelectronics.com/2012/01/05/838-revision-7/',0,'revision','',0),(849,2,'2012-01-05 17:15:44','2012-01-05 22:15:44','<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"600\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-8','','','2012-01-05 17:15:44','2012-01-05 22:15:44','',838,'http://casperelectronics.com/2012/01/05/838-revision-8/',0,'revision','',0),(850,2,'2012-01-05 17:16:20','2012-01-05 22:16:20','<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"500\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-9','','','2012-01-05 17:16:20','2012-01-05 22:16:20','',838,'http://casperelectronics.com/2012/01/05/838-revision-9/',0,'revision','',0),(851,2,'2012-01-05 17:18:51','2012-01-05 22:18:51','<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction as an activating component. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n\r\n\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-10','','','2012-01-05 17:18:51','2012-01-05 22:18:51','',838,'http://casperelectronics.com/2012/01/05/838-revision-10/',0,'revision','',0),(853,2,'2012-01-15 18:56:56','2012-01-15 23:56:56','I\'m showing a new piece <a href=\"http://casperelectronics.com/art/bit-shifter/\">Bit Shifter</a> and a reworking and scaled down version of <a href=\"http://casperelectronics.com/art/kosmos/\">Kosmos</a> at the <a href=\"http://class.georgiasouthern.edu/art/\">Contemporary Gallery</a> at the Center for Art & Theatre at Georgia Southern University. \r\nThe show also features the work of Roger Chamieh and Nathan Ethier. \r\nRuns from January 17th through February 26th. \r\n\r\nReception and talks by Roger Chamieh and myself on February 1st at 5pm.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/DSC01197.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/DSC01197-300x200.jpg\" alt=\"\" title=\"Kosmos+BitShifter\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-889\" /></a>','Resonant Frequencies opening 1/17/12',0,'','publish','open','open','','resonant-frequencies-opening-11712','','\nhttp://casperelectronics.com/art/bit-shifter/','2012-01-18 15:09:06','2012-01-18 20:09:06','',0,'http://casperelectronics.com/?p=853',0,'post','',0),(854,2,'2012-01-15 18:51:25','2012-01-15 23:51:25','','marioBit',0,'','inherit','open','open','','mariobit','','','2012-01-15 18:51:25','2012-01-15 23:51:25','',853,'http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg',0,'attachment','image/jpeg',0),(855,2,'2012-01-15 18:56:49','2012-01-15 23:56:49','I\'m showing a new piece <a href=\"http://casperelectronics.com/art/bit-shifter/\">Bit Shifter</a> and a reworking and scaled down version of <a href=\"http://casperelectronics.com/art/kosmos/\">Kosmos</a> at the <a href=\"http://class.georgiasouthern.edu/art/\">Contemporary Gallery</a> at the Center for Art & Theatre at Georgia Southern University. \nThe show also features the work of Roger Chamieh and Nathan Ethier. \nRuns from January 17th through February 26th. \n\nReception and talks by Roger Chamieh and myself on February 1st at 5pm.\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"199\" class=\"alignnone size-medium wp-image-854\" /></a>','Resonant Frequencies opening 1/17/12',0,'','inherit','open','open','','853-revision','','','2012-01-15 18:56:49','2012-01-15 23:56:49','',853,'http://casperelectronics.com/2012/01/15/853-revision/',0,'revision','',0),(856,2,'2012-01-16 00:38:54','2012-01-16 05:38:54','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2.jpg\"><img class=\"alignnone size-medium wp-image-858\" title=\"ArduinoInterfacing\" src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2-282x300.jpg\" alt=\"\" width=\"390\" height=\"400\" /></a>\r\nHere are 3 ways of interfacing the Arduino with various electronics, especially bent circuits and analog audio circuits. The circuits are actually pretty non-specific and can be used for interfacing with pretty much any micro controller, but we\'ll just talk about the Arduino to keep it simple.\r\nThe circuits above allow the Arduino to control physical electronics in three ways:\r\n-digitally controlled variable resistor\r\n-digital switch\r\n-variable voltage (using a digital to analog convertor).\r\nI\'ll talk about each one in detail below.\r\n\r\n<hr />\r\n\r\n<h3>VARIABLE RESISTOR</h3>\r\nA simple, brute force way of using one of the PWM (pulse width modulation) outputs of the Arduino to create variable effects in other circuits.\r\n<h1>HOW IT WORKS:</h1>\r\nThis simple circuit uses PWM to modulate the brightness of an LED. The LED is mechanically connected to an LDR which is a light sensitive resistor. As the brightness of the LED modulates, the resistance of the LDR changes as well. Read at the bottom of the page for more info on PWM.\r\n<h1>HOW TO BUILD:</h1>\r\n<strong>Making a vactrol</strong>\r\nFor this circuit you first need to make a <em>vactrol</em>. There\'s lots of tutorials for how to do this online if you want more info.\r\n-Connect an LED to a light dependent resistor face to face. I found that high brightness LEDs are TOO bright. Average red LEDs will work fine. You\'ll also need a 220 ohm current limiting resistor in there to keep the LED from getting too bright and burning out.\r\n-The LED is polarized and the LDR is NOT. Mark the negative leg of the LED with a marker or piece of tape.\r\n-Make sure the face of the LED and the LDR are touching and wrap a piece of electrical tape or heat shrink tubing around them, something that will ensure that no light gets in.\r\n*If you want to be organized about it you can bend all of the legs in the same direction and solder them to a piece of perf board. This is a good way to do it if you want to make several vactrols for one system. Make sure the material you use to connect and insulate the LED/LDR is secure and wont let ANY light in.\r\n\r\nNow you can connect the vactrol to your system.\r\n<strong>Connecting the vactrol to the Arduino. </strong>\r\n-Connect the <strong>negative</strong> leg of the LED to the <strong>ground</strong> terminal of the Arduino.\r\n-Connect the <strong>positive</strong> leg of the LED to one of the <strong>PWM</strong> output pins of the Arduino.\r\n-Assigning a number value to the chosen output terminal will set the pulse width of a square wave at that terminal.\r\n\r\n<strong>Connecting the vactrol to your circuit. </strong>\r\nFirst you have to find a feature that you want to alter and CAN be alter by varying a resistance in your circuit. A good example of this is pitch. Most audio circuits have a pitch resistor. Altering the value of this resistor changes the pitch. For more info on this check out my <a href=\"http://casperelectronics.com/finished-pieces/circuit-bending-tutorial/pitch-adjustment/\">pitch adjustment tutorial</a>(If you follow that tutorial you will be using the vactrol in the \"attenuator method\").\r\n-Find a resistor in your circuit that you want to control with the vactrol.\r\n-Remove that resistor. You may want to install a switch that lets you switch between vactrol control and a preset resistance.\r\n-Connect the two legs from the LDR in your vactrol to the two points on your board where the original resistor used to be.\r\n-Done.\r\n\r\nI strongly recommend installing a limiting resistor, especially if you are controlling pitch. Lowering the resistor too much can fry the circuit. a limiter resistor will guarantee that even if the LDR resistor drops to zero there will still be some resistance in the circuit.\r\nI\'ve illustrated a few other configurations below which I have found useful in tuning in the Vactrol resistance range.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring.jpg\"><img class=\"alignnone size-thumbnail wp-image-863\" title=\"VactrolWiring\" src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring-150x150.jpg\" alt=\"\" width=\"150\" height=\"150\" /></a>\r\n<strong>A FEW NOTE ON LDRs</strong>\r\n<ul>\r\n	<li>LDRs come in many different ranges of resistance. A common range is between 100 - 500k ohms. This range is from bright light to complete darkness.</li>\r\n	<li>Make sure the LDR in your vactrol is completely insulated from environmental light. ANY light that gets in, even in a dim room, can drastically alter the range of the LDR.</li>\r\n	<li>It is important that you use the LDR to replace a resistor of a similar value. For instance replacing a 1k resistor with a 500k LDR wont do much. It is possible to place a resistor in parallel with the LDR to tighten its range but this can drastically change its resistance curve.</li>\r\n</ul>\r\n\r\n<hr />\r\n\r\n<h3>DIGITAL SWITCH</h3>\r\n\r\n<hr />\r\n\r\n<h3>DIGITAL TO ANALOG CONVERTOR</h3>\r\nThis design is cheap and dirty but it works. It\'s noisy and vulnerable to loading effects from low load resistance. There are lots of other schematics online which will give you more stable results. Most use op amps instead of transistors. I wanted something cheap and small so went with this design. It\'s clean enough for what I\'m doing and works fine if you are using it to drive an op amp input like the CV inputs of an analog synth.\r\n\r\n<hr />\r\n\r\n<h3>PWM - PULSE WIDTH MODULATION</h3>\r\nPWM is a way of creating a <em>varying</em> (analog) signal using a digital signal. Digital outs either generate 5 volts or 0 volts. That\'s 2 states. If you want to generate a signal somewhere between those states you have to get clever. That\'s where PWM comes in. The Arduino has several PWM output pins. These output a high frequency square wave with a variable duty cycle. Duty cycle is the ratio of time the wave is high vs low. Lets say 1 cycle of the wave is 100 micro seconds. A 50% duty cycle means the wave will be high for 50mS and low for 50mS. A 20% duty cycle will be high 80mS and low 20mS.','Interfacing with the Arduino',0,'','publish','open','open','','interfacing-with-the-arduino','','','2012-12-16 20:37:32','2012-12-17 01:37:32','',261,'http://casperelectronics.com/?page_id=856',0,'page','',5),(857,2,'2012-01-15 19:08:23','2012-01-16 00:08:23','','ArduinoInterfacing',0,'','inherit','open','open','','arduinointerfacing','','','2012-01-15 19:08:23','2012-01-16 00:08:23','',856,'http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing.pdf',0,'attachment','application/pdf',0),(858,2,'2012-01-16 00:24:48','2012-01-16 05:24:48','','ArduinoInterfacing',0,'','inherit','open','open','','arduinointerfacing-2','','','2012-01-16 00:24:48','2012-01-16 05:24:48','',856,'http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing.jpg',0,'attachment','image/jpeg',0),(860,2,'2012-12-16 20:36:49','2012-12-17 01:36:49','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2.jpg\"><img class=\"alignnone size-medium wp-image-858\" title=\"ArduinoInterfacing\" src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2-282x300.jpg\" alt=\"\" width=\"390\" height=\"400\" /></a>\nHere are 3 ways of interfacing the Arduino with various electronics, especially bent circuits and analog audio circuits. The circuits are actually pretty non-specific and can be used for interfacing with pretty much any micro controller, but we\'ll just talk about the Arduino to keep it simple.\nThe circuits above allow the Arduino to control physical electronics in three ways:\n-digitally controlled variable resistor\n-digital switch\n-variable voltage (using a digital to analog convertor).\nI\'ll talk about each one in detail below.\n\n<hr />\n\n<h3>VARIABLE RESISTOR</h3>\nA simple, brute force way of using one of the PWM (pulse width modulation) outputs of the Arduino to create variable effects in other circuits.\n<h1>HOW IT WORKS:</h1>\nThis simple circuit uses PWM to modulate the brightness of an LED. The LED is mechanically connected to an LDR which is a light sensitive resistor. As the brightness of the LED modulates, the resistance of the LDR changes as well. Read at the bottom of the page for more info on PWM.\n<h1>HOW TO BUILD:</h1>\n<strong>Making a vactrol</strong>\nFor this circuit you first need to make a <em>vactrol</em>. There\'s lots of tutorials for how to do this online if you want more info.\n-Connect an LED to a light dependent resistor face to face. I found that high brightness LEDs are TOO bright. Average red LEDs will work fine. You\'ll also need a 220 ohm current limiting resistor in there to keep the LED from getting too bright and burning out.\n-The LED is polarized and the LDR is NOT. Mark the negative leg of the LED with a marker or piece of tape.\n-Make sure the face of the LED and the LDR are touching and wrap a piece of electrical tape or heat shrink tubing around them, something that will ensure that no light gets in.\n*If you want to be organized about it you can bend all of the legs in the same direction and solder them to a piece of perf board. This is a good way to do it if you want to make several vactrols for one system. Make sure the material you use to connect and insulate the LED/LDR is secure and wont let ANY light in.\n\nNow you can connect the vactrol to your system.\n<strong>Connecting the vactrol to the Arduino. </strong>\n-Connect the <strong>negative</strong> leg of the LED to the <strong>ground</strong> terminal of the Arduino.\n-Connect the <strong>positive</strong> leg of the LED to one of the <strong>PWM</strong> output pins of the Arduino.\n-Assigning a number value to the chosen output terminal will set the pulse width of a square wave at that terminal.\n\n<strong>Connecting the vactrol to your circuit. </strong>\nFirst you have to find a feature that you want to alter and CAN be alter by varying a resistance in your circuit. A good example of this is pitch. Most audio circuits have a pitch resistor. Altering the value of this resistor changes the pitch. For more info on this check out my <a href=\"http://casperelectronics.com/finished-pieces/circuit-bending-tutorial/pitch-adjustment/\">pitch adjustment tutorial</a>(If you follow that tutorial you will be using the vactrol in the \"attenuator method\").\n-Find a resistor in your circuit that you want to control with the vactrol.\n-Remove that resistor. You may want to install a switch that lets you switch between vactrol control and a preset resistance.\n-Connect the two legs from the LDR in your vactrol to the two points on your board where the original resistor used to be.\n-Done.\n\nI strongly recommend installing a limiting resistor, especially if you are controlling pitch. Lowering the resistor too much can fry the circuit. a limiter resistor will guarantee that even if the LDR resistor drops to zero there will still be some resistance in the circuit.\nI\'ve illustrated a few other configurations below which I have found useful in tuning in the Vactrol resistance range.\n<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring.jpg\"><img class=\"alignnone size-thumbnail wp-image-863\" title=\"VactrolWiring\" src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring-150x150.jpg\" alt=\"\" width=\"150\" height=\"150\" /></a>\n<strong>A NOTE ON LDRs</strong>\nLDRs come in many different ranges of resistance. A common range is between 100 - 500k ohms. This range is from bright light to complete darkness. Make sure the LDR in your vactrol is completely insulated from environmental light. ANY light that gets in, even in a dim room, can drastically alter the range of the LDR.\n<ul>\n	<li>It is important that you use the LDR to replace a resistor of a similar value. For instance replacing a 1k resistor with a 500k LDR wont do much. It is possible to place a resistor in parallel with the LDR to tighten its range but this can drastically change its resistance curve.</li>\n</ul>\n\n<hr />\n\n<h3>DIGITAL SWITCH</h3>\n\n<hr />\n\n<h3>DIGITAL TO ANALOG CONVERTOR</h3>\nThis design is cheap and dirty but it works. It\'s noisy and vulnerable to loading effects from low load resistance. There are lots of other schematics online which will give you more stable results. Most use op amps instead of transistors. I wanted something cheap and small so went with this design. It\'s clean enough for what I\'m doing and works fine if you are using it to drive an op amp input like the CV inputs of an analog synth.\n\n<hr />\n\n<h3>PWM - PULSE WIDTH MODULATION</h3>\nPWM is a way of creating a <em>varying</em> (analog) signal using a digital signal. Digital outs either generate 5 volts or 0 volts. That\'s 2 states. If you want to generate a signal somewhere between those states you have to get clever. That\'s where PWM comes in. The Arduino has several PWM output pins. These output a high frequency square wave with a variable duty cycle. Duty cycle is the ratio of time the wave is high vs low. Lets say 1 cycle of the wave is 100 micro seconds. A 50% duty cycle means the wave will be high for 50mS and low for 50mS. A 20% duty cycle will be high 80mS and low 20mS.','Interfacing with the Arduino',0,'','inherit','open','open','','856-autosave','','','2012-12-16 20:36:49','2012-12-17 01:36:49','',856,'http://casperelectronics.com/2012/01/16/856-autosave/',0,'revision','',0),(859,2,'2012-01-16 00:38:33','2012-01-16 05:38:33','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing-282x300.jpg\" alt=\"\" title=\"ArduinoInterfacing\" width=\"390\" height=\"400\" class=\"alignnone size-medium wp-image-858\" /></a>\nThe schematic above illustrate 3 ways of interfacing various electronics, especially bent circuits, with the Arduino.\nEach interface functions a little differently and can be useful.\n<strong>-Variable resistor\n-Digital Switch\n-Digital to Analog convertor</strong>\n\nVariable Resistor:\nThis ','Circuit Bending with the Arduino',0,'','inherit','open','open','','856-revision','','','2012-01-16 00:38:33','2012-01-16 05:38:33','',856,'http://casperelectronics.com/2012/01/16/856-revision/',0,'revision','',0),(861,2,'2012-01-16 00:38:54','2012-01-16 05:38:54','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing-282x300.jpg\" alt=\"\" title=\"ArduinoInterfacing\" width=\"390\" height=\"400\" class=\"alignnone size-medium wp-image-858\" /></a>\r\nThe schematic above illustrate 3 ways of interfacing various electronics, especially bent circuits, with the Arduino.\r\n\r\n<strong>-Variable resistor\r\n-Digital Switch\r\n-Digital to Analog convertor</strong>\r\n','Circuit Bending with the Arduino',0,'','inherit','open','open','','856-revision-2','','','2012-01-16 00:38:54','2012-01-16 05:38:54','',856,'http://casperelectronics.com/2012/01/16/856-revision-2/',0,'revision','',0),(862,2,'2012-01-17 00:27:23','2012-01-17 05:27:23','','Print',0,'','inherit','open','open','','print','','','2012-01-17 00:27:23','2012-01-17 05:27:23','',856,'http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2.jpg',0,'attachment','image/jpeg',0),(863,2,'2012-01-17 00:56:19','2012-01-17 05:56:19','','VactrolWiring',0,'','inherit','open','open','','vactrolwiring','','','2012-01-17 00:56:19','2012-01-17 05:56:19','',856,'http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring.jpg',0,'attachment','image/jpeg',0),(864,2,'2012-01-16 23:53:14','2012-01-17 04:53:14','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing-282x300.jpg\" alt=\"\" title=\"ArduinoInterfacing\" width=\"390\" height=\"400\" class=\"alignnone size-medium wp-image-858\" /></a>\r\nThe schematic above illustrate 3 ways of interfacing the Arduino with various electronics, especially bent circuits and analog audio circuits. The circuits are actually pretty non-specific and can be used for interfacing with pretty much any micro controller, but we\'ll just talk about the Arduino to keep it simple. \r\nThe three circuits allow the Arduino to control physical electronics in three ways: you can make  digitally controlled resistors, digital switches, and generate variable voltages (using a digital to analog convertor).\r\n<strong>-Variable resistor</strong>\r\nThis circuit is a simple, brute force way of using one of the PWM (pulse width modulation) outputs of the Arduino to create variable effects in other circuits. If you\'re interested in PWM, read more at the bottom of the page.\r\nHOW TO:\r\nFor this circuit you first need to make a <em>vactrol</em>. There\'s lots of tutorials for how to do this online. \r\n-Connect an LED to a light dependent resistor face to face. I found that high brightness LEDs are TOO bright. Average red LEDs will work fine.  You\'ll also need a current limiting resistor in there to keep the LED from getting too bright and burning out. \r\n-The LED is polarized and the LDR is NOT. Mark the negative leg of the LED with a marker or piece of tape.\r\n-Make sure the face of the LED and the LDR are touching and wrap a piece of electrical tape or heat shrink tubing around them, something that will ensure that no light gets in. \r\n*If you want to be organized about it you can bend all of the legs in the same direction and solder them to a piece of perf board. This is a good way to do it if you want to make several vactrols for one system. Make sure the material you use to connect and insulate the LED/LDR is secure and wont let ANY light in. \r\n<p>\r\nNow you can connect the vactrol to your system.\r\nThe LED connects to the Arduino. \r\n-connect\r\n\r\n\r\n\r\n\r\nAs the LED gets brighter, the resistance of the LDR gets lower. \r\nAs the pulse width (or duty cycle) changes the LED brightness will change as well. A low PW will result in a dim LED. A high PW will be a bright LED. \r\n-Digital Switch\r\n-Digital to Analog convertor</strong>\r\n\r\nPWM is a way of creating a varying signal using a digital output. Digital outs either generate 5 volts or 0 volts. That\'s 2 states. If you want to generate a varying signal you have to get clever. That\'s where PWM comes in. The Arduino has several PWM output pins. These output a high frequency square wave and the duty cycle of the wave is variable. Duty cycle is the ratio of time the wave is high vs low. Lets say 1 cycle of the wave is 100 micro seconds. A 50% duty cycle means the wave will be high for 50mS and low for 50mS. a 20% duty cycle will be high 80mS and low 20mS. ','Interfacing with the Arduino',0,'','inherit','open','open','','856-revision-3','','','2012-01-16 23:53:14','2012-01-17 04:53:14','',856,'http://casperelectronics.com/2012/01/16/856-revision-3/',0,'revision','',0),(865,2,'2012-01-17 00:58:17','2012-01-17 05:58:17','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2-282x300.jpg\" alt=\"\" title=\"ArduinoInterfacing\" width=\"390\" height=\"400\" class=\"alignnone size-medium wp-image-858\" /></a>\r\nThe schematic above illustrate 3 ways of interfacing the Arduino with various electronics, especially bent circuits and analog audio circuits. The circuits are actually pretty non-specific and can be used for interfacing with pretty much any micro controller, but we\'ll just talk about the Arduino to keep it simple. \r\nThe three circuits allow the Arduino to control physical electronics in three ways: you can make  digitally controlled resistors, digital switches, and generate variable voltages (using a digital to analog convertor).\r\n<strong>-Variable resistor</strong>\r\nThis circuit is a simple, brute force way of using one of the PWM (pulse width modulation) outputs of the Arduino to create variable effects in other circuits. If you\'re interested in PWM, read more at the bottom of the page.\r\nHOW TO:\r\n<strong>Making a vactrol</strong>\r\nFor this circuit you first need to make a <em>vactrol</em>. There\'s lots of tutorials for how to do this online. \r\n-Connect an LED to a light dependent resistor face to face. I found that high brightness LEDs are TOO bright. Average red LEDs will work fine.  You\'ll also need a 220ohm current limiting resistor in there to keep the LED from getting too bright and burning out. \r\n-The LED is polarized and the LDR is NOT. Mark the negative leg of the LED with a marker or piece of tape.\r\n-Make sure the face of the LED and the LDR are touching and wrap a piece of electrical tape or heat shrink tubing around them, something that will ensure that no light gets in. \r\n*If you want to be organized about it you can bend all of the legs in the same direction and solder them to a piece of perf board. This is a good way to do it if you want to make several vactrols for one system. Make sure the material you use to connect and insulate the LED/LDR is secure and wont let ANY light in. \r\n<p>\r\nNow you can connect the vactrol to your system.\r\n<strong>Connecting the vactrol to the Arduino. </strong>\r\n-Connect the negative leg of the LED to the ground terminal of the Arduino.\r\n-Connect the positive leg of the LED to one of the PWM output pins of the Arduino.\r\n-Assigning a number value to the chosen output terminal will set the pulse width of a square wave at that terminal.\r\n\r\n<strong>Connecting the vactrol to your circuit. </strong>\r\nThe useful function of a vactrol is that it produces a variable resistance controlled by a varying voltage input or even better by PWM. Therefore in order for valuable interfacing between the circuit and the arduino you need to find a feature that you want to alter and CAN be alter by varying a resistance. A good example of this is pitch. Most toys have a pitch resistor. Altering the value of this resistor changes the pitch. For more info on this check out my <a href=\"http://casperelectronics.com/finished-pieces/circuit-bending-tutorial/pitch-adjustment/\">pitch adjustment tutorial</a>(If you follow that tutorial you will be using the vactrol in the \"attenuator method\").\r\n-Find a resistor in your circuit that you want to control with the vactrol. \r\n-Remove that resistor. You may want to install a switch that lets you switch between vactrol control and a preset resistance.\r\n-Connect the two legs from the LDR in your vactrol to the two points on your board where the original resistor used to be. \r\n-Done. \r\n\r\nI strongly recommend installing a limiting resistor, especially if you are controlling pitch. Lowering the resistor too much can fry the circuit. a limiter resistor will guarantee that even if the LDR resistor drops to zero there will still be some resistance in the circuit. \r\nI\'ve illustrated a few other configurations below which I have found useful in tuning in the Vactrol resistance range.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring-150x150.jpg\" alt=\"\" title=\"VactrolWiring\" width=\"150\" height=\"150\" class=\"alignnone size-thumbnail wp-image-863\" /></a>\r\n\r\nHOW IT WORKS:\r\nAs the LED gets brighter, the resistance of the LDR gets lower. \r\nAs the pulse width (or duty cycle) changes the LED brightness will change as well. A low PW will result in a dim LED. A high PW will be a bright LED. \r\n-Digital Switch\r\n-Digital to Analog convertor</strong>\r\n\r\nPWM is a way of creating a varying signal using a digital output. Digital outs either generate 5 volts or 0 volts. That\'s 2 states. If you want to generate a varying signal you have to get clever. That\'s where PWM comes in. The Arduino has several PWM output pins. These output a high frequency square wave and the duty cycle of the wave is variable. Duty cycle is the ratio of time the wave is high vs low. Lets say 1 cycle of the wave is 100 micro seconds. A 50% duty cycle means the wave will be high for 50mS and low for 50mS. a 20% duty cycle will be high 80mS and low 20mS. ','Interfacing with the Arduino',0,'','inherit','open','open','','856-revision-4','','','2012-01-17 00:58:17','2012-01-17 05:58:17','',856,'http://casperelectronics.com/2012/01/17/856-revision-4/',0,'revision','',0),(866,2,'2012-01-17 00:59:53','2012-01-17 05:59:53','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2-282x300.jpg\" alt=\"\" title=\"ArduinoInterfacing\" width=\"390\" height=\"400\" class=\"alignnone size-medium wp-image-858\" /></a>\r\nThe schematic above illustrate 3 ways of interfacing the Arduino with various electronics, especially bent circuits and analog audio circuits. The circuits are actually pretty non-specific and can be used for interfacing with pretty much any micro controller, but we\'ll just talk about the Arduino to keep it simple. \r\nThe three circuits allow the Arduino to control physical electronics in three ways: you can make  digitally controlled resistors, digital switches, and generate variable voltages (using a digital to analog convertor).\r\n<e1>-Variable resistor</e1>\r\nThis circuit is a simple, brute force way of using one of the PWM (pulse width modulation) outputs of the Arduino to create variable effects in other circuits. If you\'re interested in PWM, read more at the bottom of the page.\r\nHOW TO:\r\n<strong>Making a vactrol</strong>\r\nFor this circuit you first need to make a <em>vactrol</em>. There\'s lots of tutorials for how to do this online. \r\n-Connect an LED to a light dependent resistor face to face. I found that high brightness LEDs are TOO bright. Average red LEDs will work fine.  You\'ll also need a 220ohm current limiting resistor in there to keep the LED from getting too bright and burning out. \r\n-The LED is polarized and the LDR is NOT. Mark the negative leg of the LED with a marker or piece of tape.\r\n-Make sure the face of the LED and the LDR are touching and wrap a piece of electrical tape or heat shrink tubing around them, something that will ensure that no light gets in. \r\n*If you want to be organized about it you can bend all of the legs in the same direction and solder them to a piece of perf board. This is a good way to do it if you want to make several vactrols for one system. Make sure the material you use to connect and insulate the LED/LDR is secure and wont let ANY light in. \r\n<p>\r\nNow you can connect the vactrol to your system.\r\n<strong>Connecting the vactrol to the Arduino. </strong>\r\n-Connect the negative leg of the LED to the ground terminal of the Arduino.\r\n-Connect the positive leg of the LED to one of the PWM output pins of the Arduino.\r\n-Assigning a number value to the chosen output terminal will set the pulse width of a square wave at that terminal.\r\n\r\n<strong>Connecting the vactrol to your circuit. </strong>\r\nThe useful function of a vactrol is that it produces a variable resistance controlled by a varying voltage input or even better by PWM. Therefore in order for valuable interfacing between the circuit and the arduino you need to find a feature that you want to alter and CAN be alter by varying a resistance. A good example of this is pitch. Most toys have a pitch resistor. Altering the value of this resistor changes the pitch. For more info on this check out my <a href=\"http://casperelectronics.com/finished-pieces/circuit-bending-tutorial/pitch-adjustment/\">pitch adjustment tutorial</a>(If you follow that tutorial you will be using the vactrol in the \"attenuator method\").\r\n-Find a resistor in your circuit that you want to control with the vactrol. \r\n-Remove that resistor. You may want to install a switch that lets you switch between vactrol control and a preset resistance.\r\n-Connect the two legs from the LDR in your vactrol to the two points on your board where the original resistor used to be. \r\n-Done. \r\n\r\nI strongly recommend installing a limiting resistor, especially if you are controlling pitch. Lowering the resistor too much can fry the circuit. a limiter resistor will guarantee that even if the LDR resistor drops to zero there will still be some resistance in the circuit. \r\nI\'ve illustrated a few other configurations below which I have found useful in tuning in the Vactrol resistance range.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring-150x150.jpg\" alt=\"\" title=\"VactrolWiring\" width=\"150\" height=\"150\" class=\"alignnone size-thumbnail wp-image-863\" /></a>\r\n\r\nHOW IT WORKS:\r\nAs the LED gets brighter, the resistance of the LDR gets lower. \r\nAs the pulse width (or duty cycle) changes the LED brightness will change as well. A low PW will result in a dim LED. A high PW will be a bright LED. \r\n-Digital Switch\r\n-Digital to Analog convertor</strong>\r\n\r\nPWM is a way of creating a varying signal using a digital output. Digital outs either generate 5 volts or 0 volts. That\'s 2 states. If you want to generate a varying signal you have to get clever. That\'s where PWM comes in. The Arduino has several PWM output pins. These output a high frequency square wave and the duty cycle of the wave is variable. Duty cycle is the ratio of time the wave is high vs low. Lets say 1 cycle of the wave is 100 micro seconds. A 50% duty cycle means the wave will be high for 50mS and low for 50mS. a 20% duty cycle will be high 80mS and low 20mS. ','Interfacing with the Arduino',0,'','inherit','open','open','','856-revision-5','','','2012-01-17 00:59:53','2012-01-17 05:59:53','',856,'http://casperelectronics.com/2012/01/17/856-revision-5/',0,'revision','',0),(867,2,'2012-01-17 01:08:53','2012-01-17 06:08:53','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2-282x300.jpg\" alt=\"\" title=\"ArduinoInterfacing\" width=\"390\" height=\"400\" class=\"alignnone size-medium wp-image-858\" /></a>\r\nThe schematic above illustrate 3 ways of interfacing the Arduino with various electronics, especially bent circuits and analog audio circuits. The circuits are actually pretty non-specific and can be used for interfacing with pretty much any micro controller, but we\'ll just talk about the Arduino to keep it simple. \r\nThe three circuits allow the Arduino to control physical electronics in three ways: you can make  digitally controlled resistors, digital switches, and generate variable voltages (using a digital to analog convertor).\r\n<hr>\r\n<h3>-Variable resistor</h3>\r\nThis circuit is a simple, brute force way of using one of the PWM (pulse width modulation) outputs of the Arduino to create variable effects in other circuits.\r\n<h1>HOW IT WORKS:</h1>\r\nThis simple circuit uses PWM to modulate the brightness of an LED. The LDR is a light sensitive resistor. The LDR and LED are connected together so as the brightness of the LED modulates, the resistance of the LDR changes as well. Read at the bottom of the page for more info on PWM.\r\n<h1>HOW TO BUILD:</h1>\r\n<strong>Making a vactrol</strong>\r\nFor this circuit you first need to make a <em>vactrol</em>. There\'s lots of tutorials for how to do this online. \r\n-Connect an LED to a light dependent resistor face to face. I found that high brightness LEDs are TOO bright. Average red LEDs will work fine.  You\'ll also need a 220ohm current limiting resistor in there to keep the LED from getting too bright and burning out. \r\n-The LED is polarized and the LDR is NOT. Mark the negative leg of the LED with a marker or piece of tape.\r\n-Make sure the face of the LED and the LDR are touching and wrap a piece of electrical tape or heat shrink tubing around them, something that will ensure that no light gets in. \r\n*If you want to be organized about it you can bend all of the legs in the same direction and solder them to a piece of perf board. This is a good way to do it if you want to make several vactrols for one system. Make sure the material you use to connect and insulate the LED/LDR is secure and wont let ANY light in. \r\n<p>\r\nNow you can connect the vactrol to your system.\r\n<strong>Connecting the vactrol to the Arduino. </strong>\r\n-Connect the negative leg of the LED to the ground terminal of the Arduino.\r\n-Connect the positive leg of the LED to one of the PWM output pins of the Arduino.\r\n-Assigning a number value to the chosen output terminal will set the pulse width of a square wave at that terminal.\r\n\r\n<strong>Connecting the vactrol to your circuit. </strong>\r\nThe useful function of a vactrol is that it produces a variable resistance controlled by a varying voltage input or even better by PWM. Therefore in order for valuable interfacing between the circuit and the arduino you need to find a feature that you want to alter and CAN be alter by varying a resistance. A good example of this is pitch. Most toys have a pitch resistor. Altering the value of this resistor changes the pitch. For more info on this check out my <a href=\"http://casperelectronics.com/finished-pieces/circuit-bending-tutorial/pitch-adjustment/\">pitch adjustment tutorial</a>(If you follow that tutorial you will be using the vactrol in the \"attenuator method\").\r\n-Find a resistor in your circuit that you want to control with the vactrol. \r\n-Remove that resistor. You may want to install a switch that lets you switch between vactrol control and a preset resistance.\r\n-Connect the two legs from the LDR in your vactrol to the two points on your board where the original resistor used to be. \r\n-Done. \r\n\r\nI strongly recommend installing a limiting resistor, especially if you are controlling pitch. Lowering the resistor too much can fry the circuit. a limiter resistor will guarantee that even if the LDR resistor drops to zero there will still be some resistance in the circuit. \r\nI\'ve illustrated a few other configurations below which I have found useful in tuning in the Vactrol resistance range.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring-150x150.jpg\" alt=\"\" title=\"VactrolWiring\" width=\"150\" height=\"150\" class=\"alignnone size-thumbnail wp-image-863\" /></a>\r\n\r\n<hr>\r\n<h3>-Digital Switch</h3>\r\n<hr>\r\n<h3>-Digital to Analog convertor</h3>\r\n<hr>\r\n<h3>PWM - PULSE WIDTH MODULATION </h3>\r\nPWM is a way of creating a varying signal using a digital output. Digital outs either generate 5 volts or 0 volts. That\'s 2 states. If you want to generate a varying signal you have to get clever. That\'s where PWM comes in. The Arduino has several PWM output pins. These output a high frequency square wave and the duty cycle of the wave is variable. Duty cycle is the ratio of time the wave is high vs low. Lets say 1 cycle of the wave is 100 micro seconds. A 50% duty cycle means the wave will be high for 50mS and low for 50mS. a 20% duty cycle will be high 80mS and low 20mS. ','Interfacing with the Arduino',0,'','inherit','open','open','','856-revision-6','','','2012-01-17 01:08:53','2012-01-17 06:08:53','',856,'http://casperelectronics.com/2012/01/17/856-revision-6/',0,'revision','',0),(868,2,'2012-01-17 01:10:45','2012-01-17 06:10:45','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2-282x300.jpg\" alt=\"\" title=\"ArduinoInterfacing\" width=\"390\" height=\"400\" class=\"alignnone size-medium wp-image-858\" /></a>\r\nThe schematic above illustrate 3 ways of interfacing the Arduino with various electronics, especially bent circuits and analog audio circuits. The circuits are actually pretty non-specific and can be used for interfacing with pretty much any micro controller, but we\'ll just talk about the Arduino to keep it simple. \r\nThe three circuits allow the Arduino to control physical electronics in three ways: you can make  digitally controlled resistors, digital switches, and generate variable voltages (using a digital to analog convertor).\r\n<hr>\r\n<h3>VARIABLE RESISTOR</h3>\r\nThis circuit is a simple, brute force way of using one of the PWM (pulse width modulation) outputs of the Arduino to create variable effects in other circuits.\r\n<h1>HOW IT WORKS:</h1>\r\nThis simple circuit uses PWM to modulate the brightness of an LED. The LDR is a light sensitive resistor. The LDR and LED are connected together so as the brightness of the LED modulates, the resistance of the LDR changes as well. Read at the bottom of the page for more info on PWM.<p>\r\n<h1>HOW TO BUILD:</h1>\r\n<strong>Making a vactrol</strong>\r\nFor this circuit you first need to make a <em>vactrol</em>. There\'s lots of tutorials for how to do this online. \r\n-Connect an LED to a light dependent resistor face to face. I found that high brightness LEDs are TOO bright. Average red LEDs will work fine.  You\'ll also need a 220ohm current limiting resistor in there to keep the LED from getting too bright and burning out. \r\n-The LED is polarized and the LDR is NOT. Mark the negative leg of the LED with a marker or piece of tape.\r\n-Make sure the face of the LED and the LDR are touching and wrap a piece of electrical tape or heat shrink tubing around them, something that will ensure that no light gets in. \r\n*If you want to be organized about it you can bend all of the legs in the same direction and solder them to a piece of perf board. This is a good way to do it if you want to make several vactrols for one system. Make sure the material you use to connect and insulate the LED/LDR is secure and wont let ANY light in. \r\n<p>\r\nNow you can connect the vactrol to your system.\r\n<strong>Connecting the vactrol to the Arduino. </strong>\r\n-Connect the negative leg of the LED to the ground terminal of the Arduino.\r\n-Connect the positive leg of the LED to one of the PWM output pins of the Arduino.\r\n-Assigning a number value to the chosen output terminal will set the pulse width of a square wave at that terminal.\r\n<p>\r\n<strong>Connecting the vactrol to your circuit. </strong>\r\nThe useful function of a vactrol is that it produces a variable resistance controlled by a varying voltage input or even better by PWM. Therefore in order for valuable interfacing between the circuit and the arduino you need to find a feature that you want to alter and CAN be alter by varying a resistance. A good example of this is pitch. Most toys have a pitch resistor. Altering the value of this resistor changes the pitch. For more info on this check out my <a href=\"http://casperelectronics.com/finished-pieces/circuit-bending-tutorial/pitch-adjustment/\">pitch adjustment tutorial</a>(If you follow that tutorial you will be using the vactrol in the \"attenuator method\").\r\n-Find a resistor in your circuit that you want to control with the vactrol. \r\n-Remove that resistor. You may want to install a switch that lets you switch between vactrol control and a preset resistance.\r\n-Connect the two legs from the LDR in your vactrol to the two points on your board where the original resistor used to be. \r\n-Done. \r\n<p>\r\nI strongly recommend installing a limiting resistor, especially if you are controlling pitch. Lowering the resistor too much can fry the circuit. a limiter resistor will guarantee that even if the LDR resistor drops to zero there will still be some resistance in the circuit. \r\nI\'ve illustrated a few other configurations below which I have found useful in tuning in the Vactrol resistance range.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring-150x150.jpg\" alt=\"\" title=\"VactrolWiring\" width=\"150\" height=\"150\" class=\"alignnone size-thumbnail wp-image-863\" /></a>\r\n\r\n<hr>\r\n<h3>DIGITAL SWITCH</h3>\r\n<hr>\r\n<h3>DIGITAL TO ANALOG CONVERTOR</h3>\r\n<hr>\r\n<h3>PWM - PULSE WIDTH MODULATION </h3>\r\nPWM is a way of creating a varying signal using a digital output. Digital outs either generate 5 volts or 0 volts. That\'s 2 states. If you want to generate a varying signal you have to get clever. That\'s where PWM comes in. The Arduino has several PWM output pins. These output a high frequency square wave and the duty cycle of the wave is variable. Duty cycle is the ratio of time the wave is high vs low. Lets say 1 cycle of the wave is 100 micro seconds. A 50% duty cycle means the wave will be high for 50mS and low for 50mS. a 20% duty cycle will be high 80mS and low 20mS. ','Interfacing with the Arduino',0,'','inherit','open','open','','856-revision-7','','','2012-01-17 01:10:45','2012-01-17 06:10:45','',856,'http://casperelectronics.com/2012/01/17/856-revision-7/',0,'revision','',0),(869,2,'2012-01-17 14:34:42','2012-01-17 19:34:42','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2-282x300.jpg\" alt=\"\" title=\"ArduinoInterfacing\" width=\"390\" height=\"400\" class=\"alignnone size-medium wp-image-858\" /></a>\r\nThe schematic above illustrates 3 ways of interfacing the Arduino with various electronics, especially bent circuits and analog audio circuits. The circuits are actually pretty non-specific and can be used for interfacing with pretty much any micro controller, but we\'ll just talk about the Arduino to keep it simple. \r\nThe three circuits allow the Arduino to control physical electronics in three ways: \r\n-digitally controlled resistors\r\n-digital switches\r\n-variable voltages (using a digital to analog convertor).\r\n<hr>\r\n<h3>VARIABLE RESISTOR</h3>\r\nA simple, brute force way of using one of the PWM (pulse width modulation) outputs of the Arduino to create variable effects in other circuits.\r\n<h1>HOW IT WORKS:</h1>\r\nThis simple circuit uses PWM to modulate the brightness of an LED. The LED is mechanically connected to an LDR which is a light sensitive resistor. As the brightness of the LED modulates, the resistance of the LDR changes as well. Read at the bottom of the page for more info on PWM.<p>\r\n<h1>HOW TO BUILD:</h1>\r\n<strong>Making a vactrol</strong>\r\nFor this circuit you first need to make a <em>vactrol</em>. There\'s lots of tutorials for how to do this online if you want more info. \r\n-Connect an LED to a light dependent resistor face to face. I found that high brightness LEDs are TOO bright. Average red LEDs will work fine.  You\'ll also need a 220ohm current limiting resistor in there to keep the LED from getting too bright and burning out. \r\n-The LED is polarized and the LDR is NOT. Mark the negative leg of the LED with a marker or piece of tape.\r\n-Make sure the face of the LED and the LDR are touching and wrap a piece of electrical tape or heat shrink tubing around them, something that will ensure that no light gets in. \r\n*If you want to be organized about it you can bend all of the legs in the same direction and solder them to a piece of perf board. This is a good way to do it if you want to make several vactrols for one system. Make sure the material you use to connect and insulate the LED/LDR is secure and wont let ANY light in. \r\n<p>\r\nNow you can connect the vactrol to your system.\r\n<strong>Connecting the vactrol to the Arduino. </strong>\r\n-Connect the negative leg of the LED to the ground terminal of the Arduino.\r\n-Connect the positive leg of the LED to one of the PWM output pins of the Arduino.\r\n-Assigning a number value to the chosen output terminal will set the pulse width of a square wave at that terminal.\r\n<p>\r\n<strong>Connecting the vactrol to your circuit. </strong>\r\nFirst you have to find a feature that you want to alter and CAN be alter by varying a resistance in your circuit. A good example of this is pitch. Most audio circuits have a pitch resistor. Altering the value of this resistor changes the pitch. For more info on this check out my <a href=\"http://casperelectronics.com/finished-pieces/circuit-bending-tutorial/pitch-adjustment/\">pitch adjustment tutorial</a>(If you follow that tutorial you will be using the vactrol in the \"attenuator method\").\r\n-Find a resistor in your circuit that you want to control with the vactrol. \r\n-Remove that resistor. You may want to install a switch that lets you switch between vactrol control and a preset resistance.\r\n-Connect the two legs from the LDR in your vactrol to the two points on your board where the original resistor used to be. \r\n-Done. \r\n<p>\r\nI strongly recommend installing a limiting resistor, especially if you are controlling pitch. Lowering the resistor too much can fry the circuit. a limiter resistor will guarantee that even if the LDR resistor drops to zero there will still be some resistance in the circuit. \r\nI\'ve illustrated a few other configurations below which I have found useful in tuning in the Vactrol resistance range.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring-150x150.jpg\" alt=\"\" title=\"VactrolWiring\" width=\"150\" height=\"150\" class=\"alignnone size-thumbnail wp-image-863\" /></a>\r\n<strong>A NOTE ON LDRs</strong>\r\nLDRs come in many different ranges of resistance. I\'ve found that the most common is around 100ohms - 500k. This range is from bright light to complete darkness. Make sure the LDR in your vactrol is completely insulated from environmental light. ANY light that gets in, even in a dim room, can drastically alter the range of the LDR.\r\n It is important that you use the LDR to replace a resistor of a similar value. For instance replacing a 1k resistor with a 500k LDR wont do much. It is possible to place a resistor in parallel with the LDR to tighten its range but this can drastically change its resistance curve. \r\n\r\n<hr>\r\n<h3>DIGITAL SWITCH</h3>\r\n<hr>\r\n<h3>DIGITAL TO ANALOG CONVERTOR</h3>\r\n<hr>\r\n<h3>PWM - PULSE WIDTH MODULATION </h3>\r\nPWM is a way of creating a varying signal using a digital output. Digital outs either generate 5 volts or 0 volts. That\'s 2 states. If you want to generate a varying signal you have to get clever. That\'s where PWM comes in. The Arduino has several PWM output pins. These output a high frequency square wave and the duty cycle of the wave is variable. Duty cycle is the ratio of time the wave is high vs low. Lets say 1 cycle of the wave is 100 micro seconds. A 50% duty cycle means the wave will be high for 50mS and low for 50mS. a 20% duty cycle will be high 80mS and low 20mS. ','Interfacing with the Arduino',0,'','inherit','open','open','','856-revision-8','','','2012-01-17 14:34:42','2012-01-17 19:34:42','',856,'http://casperelectronics.com/2012/01/17/856-revision-8/',0,'revision','',0),(870,2,'2012-01-17 14:37:13','2012-01-17 19:37:13','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2-282x300.jpg\" alt=\"\" title=\"ArduinoInterfacing\" width=\"390\" height=\"400\" class=\"alignnone size-medium wp-image-858\" /></a>\r\nHere are 3 ways of interfacing the Arduino with various electronics, especially bent circuits and analog audio circuits. The circuits are actually pretty non-specific and can be used for interfacing with pretty much any micro controller, but we\'ll just talk about the Arduino to keep it simple. \r\nThe circuits above allow the Arduino to control physical electronics in three ways: \r\n-digitally controlled variable resistor\r\n-digital switch\r\n-variable voltage (using a digital to analog convertor).\r\nI\'ll talk about each below.\r\n<hr>\r\n<h3>VARIABLE RESISTOR</h3>\r\nA simple, brute force way of using one of the PWM (pulse width modulation) outputs of the Arduino to create variable effects in other circuits.\r\n<h1>HOW IT WORKS:</h1>\r\nThis simple circuit uses PWM to modulate the brightness of an LED. The LED is mechanically connected to an LDR which is a light sensitive resistor. As the brightness of the LED modulates, the resistance of the LDR changes as well. Read at the bottom of the page for more info on PWM.<p>\r\n<h1>HOW TO BUILD:</h1>\r\n<strong>Making a vactrol</strong>\r\nFor this circuit you first need to make a <em>vactrol</em>. There\'s lots of tutorials for how to do this online if you want more info. \r\n-Connect an LED to a light dependent resistor face to face. I found that high brightness LEDs are TOO bright. Average red LEDs will work fine.  You\'ll also need a 220ohm current limiting resistor in there to keep the LED from getting too bright and burning out. \r\n-The LED is polarized and the LDR is NOT. Mark the negative leg of the LED with a marker or piece of tape.\r\n-Make sure the face of the LED and the LDR are touching and wrap a piece of electrical tape or heat shrink tubing around them, something that will ensure that no light gets in. \r\n*If you want to be organized about it you can bend all of the legs in the same direction and solder them to a piece of perf board. This is a good way to do it if you want to make several vactrols for one system. Make sure the material you use to connect and insulate the LED/LDR is secure and wont let ANY light in. \r\n<p>\r\nNow you can connect the vactrol to your system.\r\n<strong>Connecting the vactrol to the Arduino. </strong>\r\n-Connect the negative leg of the LED to the ground terminal of the Arduino.\r\n-Connect the positive leg of the LED to one of the PWM output pins of the Arduino.\r\n-Assigning a number value to the chosen output terminal will set the pulse width of a square wave at that terminal.\r\n<p>\r\n<strong>Connecting the vactrol to your circuit. </strong>\r\nFirst you have to find a feature that you want to alter and CAN be alter by varying a resistance in your circuit. A good example of this is pitch. Most audio circuits have a pitch resistor. Altering the value of this resistor changes the pitch. For more info on this check out my <a href=\"http://casperelectronics.com/finished-pieces/circuit-bending-tutorial/pitch-adjustment/\">pitch adjustment tutorial</a>(If you follow that tutorial you will be using the vactrol in the \"attenuator method\").\r\n-Find a resistor in your circuit that you want to control with the vactrol. \r\n-Remove that resistor. You may want to install a switch that lets you switch between vactrol control and a preset resistance.\r\n-Connect the two legs from the LDR in your vactrol to the two points on your board where the original resistor used to be. \r\n-Done. \r\n<p>\r\nI strongly recommend installing a limiting resistor, especially if you are controlling pitch. Lowering the resistor too much can fry the circuit. a limiter resistor will guarantee that even if the LDR resistor drops to zero there will still be some resistance in the circuit. \r\nI\'ve illustrated a few other configurations below which I have found useful in tuning in the Vactrol resistance range.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring-150x150.jpg\" alt=\"\" title=\"VactrolWiring\" width=\"150\" height=\"150\" class=\"alignnone size-thumbnail wp-image-863\" /></a>\r\n<strong>A NOTE ON LDRs</strong>\r\nLDRs come in many different ranges of resistance. I\'ve found that the most common is around 100ohms - 500k. This range is from bright light to complete darkness. Make sure the LDR in your vactrol is completely insulated from environmental light. ANY light that gets in, even in a dim room, can drastically alter the range of the LDR.\r\n It is important that you use the LDR to replace a resistor of a similar value. For instance replacing a 1k resistor with a 500k LDR wont do much. It is possible to place a resistor in parallel with the LDR to tighten its range but this can drastically change its resistance curve. \r\n\r\n<hr>\r\n<h3>DIGITAL SWITCH</h3>\r\n<hr>\r\n<h3>DIGITAL TO ANALOG CONVERTOR</h3>\r\n<hr>\r\n<h3>PWM - PULSE WIDTH MODULATION </h3>\r\nPWM is a way of creating a varying signal using a digital output. Digital outs either generate 5 volts or 0 volts. That\'s 2 states. If you want to generate a varying signal you have to get clever. That\'s where PWM comes in. The Arduino has several PWM output pins. These output a high frequency square wave and the duty cycle of the wave is variable. Duty cycle is the ratio of time the wave is high vs low. Lets say 1 cycle of the wave is 100 micro seconds. A 50% duty cycle means the wave will be high for 50mS and low for 50mS. a 20% duty cycle will be high 80mS and low 20mS. ','Interfacing with the Arduino',0,'','inherit','open','open','','856-revision-9','','','2012-01-17 14:37:13','2012-01-17 19:37:13','',856,'http://casperelectronics.com/2012/01/17/856-revision-9/',0,'revision','',0),(871,2,'2012-01-17 15:22:48','2012-01-17 20:22:48','','guts',0,'','inherit','open','open','','guts','','','2012-01-17 15:22:48','2012-01-17 20:22:48','',838,'http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg',0,'attachment','image/jpeg',0),(872,2,'2012-01-17 15:23:11','2012-01-17 20:23:11','','synth',0,'','inherit','open','open','','synth','','','2012-01-17 15:23:11','2012-01-17 20:23:11','',838,'http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg',0,'attachment','image/jpeg',0),(873,2,'2012-01-17 15:23:33','2012-01-17 20:23:33','','joystickguts',0,'','inherit','open','open','','joystickguts','','','2012-01-17 15:23:33','2012-01-17 20:23:33','',838,'http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg',0,'attachment','image/jpeg',0),(874,2,'2012-01-17 15:27:46','2012-01-17 20:27:46','','IMG_2184',0,'','inherit','open','open','','img_2184','','','2012-01-17 15:27:46','2012-01-17 20:27:46','',838,'http://casperelectronics.com/wp-content/uploads/BitBender/IMG_2184.jpg',0,'attachment','image/jpeg',0),(875,2,'2012-01-17 15:30:12','2012-01-17 20:30:12','','joystick2',0,'','inherit','open','open','','joysatick2','','','2012-01-17 15:30:12','2012-01-17 20:30:12','',838,'http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg',0,'attachment','image/jpeg',0),(876,2,'2012-01-05 17:51:03','2012-01-05 22:51:03','<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n\r\n\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-11','','','2012-01-05 17:51:03','2012-01-05 22:51:03','',838,'http://casperelectronics.com/2012/01/05/838-revision-11/',0,'revision','',0),(877,2,'2012-01-17 15:31:11','2012-01-17 20:31:11','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-854\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignright size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignright size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n\r\n\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-12','','','2012-01-17 15:31:11','2012-01-17 20:31:11','',838,'http://casperelectronics.com/2012/01/17/838-revision-12/',0,'revision','',0),(878,2,'2012-01-17 15:31:59','2012-01-17 20:31:59','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<hr>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignright size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignright size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n\r\n\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-13','','','2012-01-17 15:31:59','2012-01-17 20:31:59','',838,'http://casperelectronics.com/2012/01/17/838-revision-13/',0,'revision','',0),(879,2,'2012-01-17 15:34:01','2012-01-17 20:34:01','','setup',0,'','inherit','open','open','','setup','','','2012-01-17 15:34:01','2012-01-17 20:34:01','',838,'http://casperelectronics.com/wp-content/uploads/BitBender/setup.jpg',0,'attachment','image/jpeg',0),(880,2,'2012-01-17 15:32:45','2012-01-17 20:32:45','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<hr>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n\r\n\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-14','','','2012-01-17 15:32:45','2012-01-17 20:32:45','',838,'http://casperelectronics.com/2012/01/17/838-revision-14/',0,'revision','',0),(881,2,'2012-01-17 15:34:16','2012-01-17 20:34:16','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/setup.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/setup-300x200.jpg\" alt=\"\" title=\"setup\" width=\"300\" height=\"200\" class=\"alignright size-medium wp-image-879\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"300\" height=\"199\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<hr>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n\r\n\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-15','','','2012-01-17 15:34:16','2012-01-17 20:34:16','',838,'http://casperelectronics.com/2012/01/17/838-revision-15/',0,'revision','',0),(882,2,'2012-01-17 15:35:16','2012-01-17 20:35:16','','nintendo',0,'','inherit','open','open','','nintendo-2','','','2012-01-17 15:35:16','2012-01-17 20:35:16','',838,'http://casperelectronics.com/wp-content/uploads/BitBender/nintendo.jpg',0,'attachment','image/jpeg',0),(883,2,'2012-01-17 15:35:50','2012-01-17 20:35:50','','joystick',0,'','inherit','open','open','','joystick','','','2012-01-17 15:35:50','2012-01-17 20:35:50','',838,'http://casperelectronics.com/wp-content/uploads/BitBender/joystick.jpg',0,'attachment','image/jpeg',0),(884,2,'2012-01-17 15:34:52','2012-01-17 20:34:52','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/setup.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/setup-300x200.jpg\" alt=\"\" title=\"setup\" width=\"400\" height=\"275\" class=\"alignright size-medium wp-image-879\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<hr>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n\r\n\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-16','','','2012-01-17 15:34:52','2012-01-17 20:34:52','',838,'http://casperelectronics.com/2012/01/17/838-revision-16/',0,'revision','',0),(885,2,'2012-01-17 15:36:08','2012-01-17 20:36:08','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/setup.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/setup-300x200.jpg\" alt=\"\" title=\"setup\" width=\"400\" height=\"275\" class=\"alignright size-medium wp-image-879\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<hr>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo-150x150.jpg\" alt=\"\" title=\"nintendo\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-882\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick-150x150.jpg\" alt=\"\" title=\"joystick\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-883\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n\r\n\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-17','','','2012-01-17 15:36:08','2012-01-17 20:36:08','',838,'http://casperelectronics.com/2012/01/17/838-revision-17/',0,'revision','',0),(886,2,'2012-01-17 15:36:55','2012-01-17 20:36:55','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/setup.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/setup-300x200.jpg\" alt=\"\" title=\"setup\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-879\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<hr>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo-150x150.jpg\" alt=\"\" title=\"nintendo\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-882\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick-150x150.jpg\" alt=\"\" title=\"joystick\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-883\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n\r\n\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/photo-765x1024.jpg\" alt=\"\" title=\"photo\" width=\"400\" height=\"700\" class=\"alignnone size-large wp-image-840\" /></a>','Bit Shifter',0,'','inherit','open','open','','838-revision-18','','','2012-01-17 15:36:55','2012-01-17 20:36:55','',838,'http://casperelectronics.com/2012/01/17/838-revision-18/',0,'revision','',0),(887,2,'2012-01-17 14:37:26','2012-01-17 19:37:26','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2-282x300.jpg\" alt=\"\" title=\"ArduinoInterfacing\" width=\"390\" height=\"400\" class=\"alignnone size-medium wp-image-858\" /></a>\r\nHere are 3 ways of interfacing the Arduino with various electronics, especially bent circuits and analog audio circuits. The circuits are actually pretty non-specific and can be used for interfacing with pretty much any micro controller, but we\'ll just talk about the Arduino to keep it simple. \r\nThe circuits above allow the Arduino to control physical electronics in three ways: \r\n-digitally controlled variable resistor\r\n-digital switch\r\n-variable voltage (using a digital to analog convertor).\r\nI\'ll talk about each one in detail below.\r\n<hr>\r\n<h3>VARIABLE RESISTOR</h3>\r\nA simple, brute force way of using one of the PWM (pulse width modulation) outputs of the Arduino to create variable effects in other circuits.\r\n<h1>HOW IT WORKS:</h1>\r\nThis simple circuit uses PWM to modulate the brightness of an LED. The LED is mechanically connected to an LDR which is a light sensitive resistor. As the brightness of the LED modulates, the resistance of the LDR changes as well. Read at the bottom of the page for more info on PWM.<p>\r\n<h1>HOW TO BUILD:</h1>\r\n<strong>Making a vactrol</strong>\r\nFor this circuit you first need to make a <em>vactrol</em>. There\'s lots of tutorials for how to do this online if you want more info. \r\n-Connect an LED to a light dependent resistor face to face. I found that high brightness LEDs are TOO bright. Average red LEDs will work fine.  You\'ll also need a 220ohm current limiting resistor in there to keep the LED from getting too bright and burning out. \r\n-The LED is polarized and the LDR is NOT. Mark the negative leg of the LED with a marker or piece of tape.\r\n-Make sure the face of the LED and the LDR are touching and wrap a piece of electrical tape or heat shrink tubing around them, something that will ensure that no light gets in. \r\n*If you want to be organized about it you can bend all of the legs in the same direction and solder them to a piece of perf board. This is a good way to do it if you want to make several vactrols for one system. Make sure the material you use to connect and insulate the LED/LDR is secure and wont let ANY light in. \r\n<p>\r\nNow you can connect the vactrol to your system.\r\n<strong>Connecting the vactrol to the Arduino. </strong>\r\n-Connect the negative leg of the LED to the ground terminal of the Arduino.\r\n-Connect the positive leg of the LED to one of the PWM output pins of the Arduino.\r\n-Assigning a number value to the chosen output terminal will set the pulse width of a square wave at that terminal.\r\n<p>\r\n<strong>Connecting the vactrol to your circuit. </strong>\r\nFirst you have to find a feature that you want to alter and CAN be alter by varying a resistance in your circuit. A good example of this is pitch. Most audio circuits have a pitch resistor. Altering the value of this resistor changes the pitch. For more info on this check out my <a href=\"http://casperelectronics.com/finished-pieces/circuit-bending-tutorial/pitch-adjustment/\">pitch adjustment tutorial</a>(If you follow that tutorial you will be using the vactrol in the \"attenuator method\").\r\n-Find a resistor in your circuit that you want to control with the vactrol. \r\n-Remove that resistor. You may want to install a switch that lets you switch between vactrol control and a preset resistance.\r\n-Connect the two legs from the LDR in your vactrol to the two points on your board where the original resistor used to be. \r\n-Done. \r\n<p>\r\nI strongly recommend installing a limiting resistor, especially if you are controlling pitch. Lowering the resistor too much can fry the circuit. a limiter resistor will guarantee that even if the LDR resistor drops to zero there will still be some resistance in the circuit. \r\nI\'ve illustrated a few other configurations below which I have found useful in tuning in the Vactrol resistance range.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring-150x150.jpg\" alt=\"\" title=\"VactrolWiring\" width=\"150\" height=\"150\" class=\"alignnone size-thumbnail wp-image-863\" /></a>\r\n<strong>A NOTE ON LDRs</strong>\r\nLDRs come in many different ranges of resistance. I\'ve found that the most common is around 100ohms - 500k. This range is from bright light to complete darkness. Make sure the LDR in your vactrol is completely insulated from environmental light. ANY light that gets in, even in a dim room, can drastically alter the range of the LDR.\r\n It is important that you use the LDR to replace a resistor of a similar value. For instance replacing a 1k resistor with a 500k LDR wont do much. It is possible to place a resistor in parallel with the LDR to tighten its range but this can drastically change its resistance curve. \r\n\r\n<hr>\r\n<h3>DIGITAL SWITCH</h3>\r\n<hr>\r\n<h3>DIGITAL TO ANALOG CONVERTOR</h3>\r\n<hr>\r\n<h3>PWM - PULSE WIDTH MODULATION </h3>\r\nPWM is a way of creating a varying signal using a digital output. Digital outs either generate 5 volts or 0 volts. That\'s 2 states. If you want to generate a varying signal you have to get clever. That\'s where PWM comes in. The Arduino has several PWM output pins. These output a high frequency square wave and the duty cycle of the wave is variable. Duty cycle is the ratio of time the wave is high vs low. Lets say 1 cycle of the wave is 100 micro seconds. A 50% duty cycle means the wave will be high for 50mS and low for 50mS. a 20% duty cycle will be high 80mS and low 20mS. ','Interfacing with the Arduino',0,'','inherit','open','open','','856-revision-10','','','2012-01-17 14:37:26','2012-01-17 19:37:26','',856,'http://casperelectronics.com/2012/01/17/856-revision-10/',0,'revision','',0),(888,2,'2012-01-18 13:11:54','2012-01-18 18:11:54','<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/ArduinoInterfacing2-282x300.jpg\" alt=\"\" title=\"ArduinoInterfacing\" width=\"390\" height=\"400\" class=\"alignnone size-medium wp-image-858\" /></a>\r\nHere are 3 ways of interfacing the Arduino with various electronics, especially bent circuits and analog audio circuits. The circuits are actually pretty non-specific and can be used for interfacing with pretty much any micro controller, but we\'ll just talk about the Arduino to keep it simple. \r\nThe circuits above allow the Arduino to control physical electronics in three ways: \r\n-digitally controlled variable resistor\r\n-digital switch\r\n-variable voltage (using a digital to analog convertor).\r\nI\'ll talk about each one in detail below.\r\n<hr>\r\n<h3>VARIABLE RESISTOR</h3>\r\nA simple, brute force way of using one of the PWM (pulse width modulation) outputs of the Arduino to create variable effects in other circuits.\r\n<h1>HOW IT WORKS:</h1>\r\nThis simple circuit uses PWM to modulate the brightness of an LED. The LED is mechanically connected to an LDR which is a light sensitive resistor. As the brightness of the LED modulates, the resistance of the LDR changes as well. Read at the bottom of the page for more info on PWM.<p>\r\n<h1>HOW TO BUILD:</h1>\r\n<strong>Making a vactrol</strong>\r\nFor this circuit you first need to make a <em>vactrol</em>. There\'s lots of tutorials for how to do this online if you want more info. \r\n-Connect an LED to a light dependent resistor face to face. I found that high brightness LEDs are TOO bright. Average red LEDs will work fine.  You\'ll also need a 220ohm current limiting resistor in there to keep the LED from getting too bright and burning out. \r\n-The LED is polarized and the LDR is NOT. Mark the negative leg of the LED with a marker or piece of tape.\r\n-Make sure the face of the LED and the LDR are touching and wrap a piece of electrical tape or heat shrink tubing around them, something that will ensure that no light gets in. \r\n*If you want to be organized about it you can bend all of the legs in the same direction and solder them to a piece of perf board. This is a good way to do it if you want to make several vactrols for one system. Make sure the material you use to connect and insulate the LED/LDR is secure and wont let ANY light in. \r\n<p>\r\nNow you can connect the vactrol to your system.\r\n<strong>Connecting the vactrol to the Arduino. </strong>\r\n-Connect the negative leg of the LED to the ground terminal of the Arduino.\r\n-Connect the positive leg of the LED to one of the PWM output pins of the Arduino.\r\n-Assigning a number value to the chosen output terminal will set the pulse width of a square wave at that terminal.\r\n<p>\r\n<strong>Connecting the vactrol to your circuit. </strong>\r\nFirst you have to find a feature that you want to alter and CAN be alter by varying a resistance in your circuit. A good example of this is pitch. Most audio circuits have a pitch resistor. Altering the value of this resistor changes the pitch. For more info on this check out my <a href=\"http://casperelectronics.com/finished-pieces/circuit-bending-tutorial/pitch-adjustment/\">pitch adjustment tutorial</a>(If you follow that tutorial you will be using the vactrol in the \"attenuator method\").\r\n-Find a resistor in your circuit that you want to control with the vactrol. \r\n-Remove that resistor. You may want to install a switch that lets you switch between vactrol control and a preset resistance.\r\n-Connect the two legs from the LDR in your vactrol to the two points on your board where the original resistor used to be. \r\n-Done. \r\n<p>\r\nI strongly recommend installing a limiting resistor, especially if you are controlling pitch. Lowering the resistor too much can fry the circuit. a limiter resistor will guarantee that even if the LDR resistor drops to zero there will still be some resistance in the circuit. \r\nI\'ve illustrated a few other configurations below which I have found useful in tuning in the Vactrol resistance range.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Interfacing/VactrolWiring-150x150.jpg\" alt=\"\" title=\"VactrolWiring\" width=\"150\" height=\"150\" class=\"alignnone size-thumbnail wp-image-863\" /></a>\r\n<strong>A NOTE ON LDRs</strong>\r\nLDRs come in many different ranges of resistance. I\'ve found that the most common is around 100ohms - 500k. This range is from bright light to complete darkness. Make sure the LDR in your vactrol is completely insulated from environmental light. ANY light that gets in, even in a dim room, can drastically alter the range of the LDR.\r\n It is important that you use the LDR to replace a resistor of a similar value. For instance replacing a 1k resistor with a 500k LDR wont do much. It is possible to place a resistor in parallel with the LDR to tighten its range but this can drastically change its resistance curve. \r\n\r\n<hr>\r\n<h3>DIGITAL SWITCH</h3>\r\n<hr>\r\n<h3>DIGITAL TO ANALOG CONVERTOR</h3>\r\nThis design is pretty crude. It\'s somewhat noisy and vulnerable to loading effects from low load resistance. There are lots of other schematics online which mostly use op amps instead of transistors. I wanted something cheap and small so went with this design. It\'s clean enough for what I\'m doing works fine if you are using it to drive an op amp input like most CV inputs of an analog synth. I\'ve found that signal noise can be decreased by changing the .1uF cap to a .2uF. I\'m sure it . \r\n<hr>\r\n<h3>PWM - PULSE WIDTH MODULATION </h3>\r\nPWM is a way of creating a varying signal using a digital output. Digital outs either generate 5 volts or 0 volts. That\'s 2 states. If you want to generate a varying signal you have to get clever. That\'s where PWM comes in. The Arduino has several PWM output pins. These output a high frequency square wave and the duty cycle of the wave is variable. Duty cycle is the ratio of time the wave is high vs low. Lets say 1 cycle of the wave is 100 micro seconds. A 50% duty cycle means the wave will be high for 50mS and low for 50mS. a 20% duty cycle will be high 80mS and low 20mS. ','Interfacing with the Arduino',0,'','inherit','open','open','','856-revision-11','','','2012-01-18 13:11:54','2012-01-18 18:11:54','',856,'http://casperelectronics.com/2012/01/18/856-revision-11/',0,'revision','',0),(889,2,'2012-01-18 15:08:24','2012-01-18 20:08:24','','Kosmos+BitShifter',0,'','inherit','open','open','','sony-dsc','','','2012-01-18 15:08:24','2012-01-18 20:08:24','',853,'http://casperelectronics.com/wp-content/uploads/BitBender/DSC01197.jpg',0,'attachment','image/jpeg',0),(890,2,'2012-01-18 15:09:01','2012-01-18 20:09:01','I\'m showing a new piece <a href=\"http://casperelectronics.com/art/bit-shifter/\">Bit Shifter</a> and a reworking and scaled down version of <a href=\"http://casperelectronics.com/art/kosmos/\">Kosmos</a> at the <a href=\"http://class.georgiasouthern.edu/art/\">Contemporary Gallery</a> at the Center for Art & Theatre at Georgia Southern University. \nThe show also features the work of Roger Chamieh and Nathan Ethier. \nRuns from January 17th through February 26th. \n\nReception and talks by Roger Chamieh and myself on February 1st at 5pm.\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/DSC01197.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/DSC01197-300x200.jpg\" alt=\"\" title=\"Kosmos+BitShifter\" width=\"400\" height=\"200\" class=\"alignnone size-medium wp-image-889\" /></a>','Resonant Frequencies opening 1/17/12',0,'','inherit','open','open','','853-autosave','','','2012-01-18 15:09:01','2012-01-18 20:09:01','',853,'http://casperelectronics.com/2012/01/18/853-autosave/',0,'revision','',0),(891,2,'2012-01-15 18:56:56','2012-01-15 23:56:56','I\'m showing a new piece <a href=\"http://casperelectronics.com/art/bit-shifter/\">Bit Shifter</a> and a reworking and scaled down version of <a href=\"http://casperelectronics.com/art/kosmos/\">Kosmos</a> at the <a href=\"http://class.georgiasouthern.edu/art/\">Contemporary Gallery</a> at the Center for Art & Theatre at Georgia Southern University. \r\nThe show also features the work of Roger Chamieh and Nathan Ethier. \r\nRuns from January 17th through February 26th. \r\n\r\nReception and talks by Roger Chamieh and myself on February 1st at 5pm.\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"280\" class=\"alignnone size-medium wp-image-854\" /></a>','Resonant Frequencies opening 1/17/12',0,'','inherit','open','open','','853-revision-2','','','2012-01-15 18:56:56','2012-01-15 23:56:56','',853,'http://casperelectronics.com/2012/01/15/853-revision-2/',0,'revision','',0),(892,2,'2012-01-15 18:36:42','2012-01-15 23:36:42','','Auto Draft',0,'','inherit','open','open','','852-revision','','','2012-01-15 18:36:42','2012-01-15 23:36:42','',852,'http://casperelectronics.com/2012/01/15/852-revision/',0,'revision','',0),(893,2,'2012-02-16 01:05:01','2012-02-16 06:05:01','Sunday, Feb. 26 - 8:00 PM - $8\r\n\r\nSHEA STADIUM BROOKLYN\r\n20 Meadow St.Brooklyn, NY 11206\r\n(L train to Grand St.)\r\n\r\n8:00pm SELECTRONICS\r\n8:45pm CRUDLABS SOUND SYSTEM\r\n9:30pm CASPER ELECTRONICS\r\n10:15pm NULLSLEEP // NO CARRIER\r\n\r\n<a href=\"http://www.facebook.com/events/352049078150017/\">here\'s</a> the facebook event.','Performance Feb 26th. Brooklyn NY',0,'','publish','open','open','','performance-feb-26th-brooklyn-ny','','','2012-02-16 01:05:40','2012-02-16 06:05:40','',0,'http://casperelectronics.com/?p=893',0,'post','',2),(894,2,'2012-01-27 20:59:58','2012-01-28 01:59:58','<img alt=\"\" src=\"http://gsunewmedia.files.wordpress.com/2012/01/circuit3.jpg?w=640\" title=\"workshop\" class=\"alignnone\" width=\"559\" height=\"720\" />','circuit bending workshop 1/31 5-9pm Georgia Southern University',0,'','inherit','open','open','','852-revision-2','','','2012-01-27 20:59:58','2012-01-28 01:59:58','',852,'http://casperelectronics.com/2012/01/27/852-revision-2/',0,'revision','',0),(895,2,'2012-02-10 16:53:52','2012-02-10 21:53:52','','Print',0,'','inherit','open','open','','print-2','','','2012-02-10 16:53:52','2012-02-10 21:53:52','',0,'http://casperelectronics.com/wp-content/uploads/Benjolin/Benjola/BlockDiagram.jpg',0,'attachment','image/jpeg',0),(896,2,'2012-02-12 20:03:54','2012-02-13 01:03:54','','SONY DSC',0,'','inherit','open','open','','sony-dsc-2','','','2012-02-12 20:03:54','2012-02-13 01:03:54','',838,'http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1.jpg',0,'attachment','image/jpeg',0),(897,2,'2012-01-17 15:37:45','2012-01-17 20:37:45','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/setup.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/setup-300x200.jpg\" alt=\"\" title=\"setup\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-879\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<hr>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo-150x150.jpg\" alt=\"\" title=\"nintendo\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-882\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick-150x150.jpg\" alt=\"\" title=\"joystick\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-883\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n','Bit Shifter',0,'','inherit','open','open','','838-revision-19','','','2012-01-17 15:37:45','2012-01-17 20:37:45','',838,'http://casperelectronics.com/2012/01/17/838-revision-19/',0,'revision','',0),(898,2,'2012-02-12 20:04:33','2012-02-13 01:04:33','<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1-300x200.jpg\" alt=\"\" title=\"SONY DSC\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-896\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<hr>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo-150x150.jpg\" alt=\"\" title=\"nintendo\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-882\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick-150x150.jpg\" alt=\"\" title=\"joystick\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-883\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n','Bit Shifter',0,'','inherit','open','open','','838-revision-20','','','2012-02-12 20:04:33','2012-02-13 01:04:33','',838,'http://casperelectronics.com/2012/02/12/838-revision-20/',0,'revision','',0),(899,2,'2011-12-04 23:11:13','2011-12-05 04:11:13','</style>\r\n</head>\r\n<body bgcolor=\"#FFFFFF\">\r\n<hr>\r\n<p><b>PETER EDWARDS</b></p>\r\n\r\n<p>http://www.casperelectronics.com</p>\r\n\r\n<p>pete@casperelectronics.com</p>\r\n\r\n<p>53 3rd St. Troy NY 12180</p>\r\n\r\n</hr><hr>\r\n\r\n<p><b><u>Education</u></b></p>\r\n\r\n<p>- Rhode Island School of Design, RI: 1996 to 2000 B.F.A., Sculpture</p>\r\n\r\n<p>- Hudson Valley Community College, Troy, NY: 2010 to present </p>\r\n\r\n<p> electrical engineering and computer sciences. Non matriculated.</p>\r\n\r\n<p>- Harvestworks, Manhattan, NY: 2009 MAX MSP intensive course</p>\r\n</hr><hr>\r\n\r\n<p><b><u>Exhibitions</u></b></p>\r\n\r\n<p><b>Solo Shows</b></p>\r\n<p><i>2011</i></p>\r\n\r\n<p>-Flux Factory Gallery, Long Island City, NY</p>\r\n<p><i>2010</i></p>\r\n\r\n<p>- Tang Museum, Skidmore College, Saratoga Springs, NY</p>\r\n\r\n<p>- West Hall Gallery, Rensellaer Polytechnic Institue, Troy, NY</p>\r\n\r\n<p><i>2008</i></p>\r\n\r\n<p>- Lost Horse Gallery, Reykjavik, Iceland </p>\r\n\r\n<p><i>2006</i></p>\r\n\r\n<p>- Seton gallery, University of New Haven, CT </p>\r\n\r\n<p><b>Group Shows</b></p>\r\n\r\n<p><i>2011</i></p>\r\n\r\n<p>- 319 Scholes Gallery, Brooklyn NY </p>\r\n\r\n<p>- Contemporary Artists Center, Troy NY </p>\r\n\r\n<p>- Arts Center of the Capital Region, Troy NY </p>\r\n\r\n<p><i>2010</i></p>\r\n\r\n<p>- Marketplace Gallery, Albany NY </p>\r\n\r\n<p><i>2008</i></p>\r\n\r\n<p>- ABC No Rio, New York, NY </p>\r\n\r\n<p>- Governors island, New York, NY </p>\r\n\r\n<p><i>2006</i></p>\r\n\r\n<p>- Hans Weiss Newspace Gallery, Manchester, CT</p>\r\n\r\n<p>- Art Space, New Haven CT </p>\r\n\r\n<p>- Green Gallery, YALE University, New Haven, CT</p>\r\n</hr><hr>\r\n\r\n<p><b><u>Residencies</u></b></p>\r\n<p><i>2011 </i></p>\r\n<p>Artist in Residence- <br>\r\nExperimental Performing Arts Center, Rensselaer Polytechnic Institute, Troy, NY</p>\r\n<p><i>2011 </i></p>\r\n<p>- Artist in Residence- <br>\r\nSteim, Amsterdam, The Netherlands</p>\r\n<p>- Artist in Residence- <br>\r\n Flux Factory, Long Island City, NY</p>\r\n\r\n</hr><hr>\r\n\r\n<p><b><u>Grants and awards</u></b></p>\r\n<p><i>2011 </i></p>\r\n<p>- SOS Grant, NYFA</p>\r\n<p>- NYFA funded commision for \"Dwell\" at the Contemporary Artists Center, Troy NY </p>\r\n<p><i>2010 </i></p>\r\n\r\n<p>- SOS Grant, NYFA</p>\r\n\r\n<p><i>2009 </i></p>\r\n\r\n<p>- SOS Grant, NYFA </p>\r\n<p>- NYFA funding for solo show \"White Light\", via West Hall Gallery, Troy NY </p>\r\n\r\n<p><i>2007 </i></p>\r\n\r\n<p>- Best of city wide open studios award recipient, New Haven CT</p>\r\n</hr><hr>\r\n\r\n<p><b><u>Lectures and Workshops</u></b></p>\r\n<p><i>2011</i></p>\r\n\r\n<p>- V&A Museum, London, UK </p>\r\n\r\n<p>- 319 Scholes Gallery, Brooklyn, NY </p>\r\n\r\n<p>- Flux Factory, Long Island City, NY </p>\r\n\r\n<p>- Mal Au Pixel festival, Paris, France </p>\r\n\r\n<p>- PiNG festival, Nantes, France </p>\r\n\r\n<p>- Goucher College, Baltimore, MD </p>\r\n\r\n<p>- Skidmore College, Saratoga Springs, NY </p>\r\n\r\n<p><i>2010</i></p>\r\n\r\n<p>- Hampshire College, Amherst, MA </p>\r\n\r\n<p>- Skidmore College, Saratoga Springs, NY </p>\r\n\r\n<p>- OFFF arts festival, Paris, France </p>\r\n\r\n<p>- Bloomfield College, Bloomfield, NJ </p>\r\n\r\n<p>- Bent Festival, New York, NY </p>\r\n\r\n<p><i>2009 </i></p>\r\n\r\n<p>- NYU, Manhattan, NY </p>\r\n\r\n<p>- Piksel Festival, Bergen, Norway </p>\r\n\r\n<p>- Long Beach University, Long Beach, CA </p>\r\n\r\n<p>- Electro-Music festival, Bloomingdale, NJ </p>\r\n\r\n<p>- MIT Media Lab, Cambridge, MA </p>\r\n\r\n<p><i>2008 </i></p>\r\n\r\n<p>- BENT festival, NY </p>\r\n\r\n<p>- Hasbro Toys, Pawtucket, RI </p>\r\n\r\n<p>- PotluckCon, New Orleans, LA </p>\r\n\r\n<p>- Nauticon, Cleveland, OH </p>\r\n\r\n<p>- BENT festival, LA and NY </p>\r\n\r\n<p><i>2007 </i></p>\r\n\r\n<p>- The Piksel Festival, Bergen, Norway </p>\r\n\r\n<p>- BENT Festival, Eyebeam, NY </p>\r\n\r\n<p>- Public access television, New Haven,CT</p>\r\n</hr><hr>\r\n\r\n<p><b><u>Performances</u></b></p>\r\n\r\n<p><i>2011</i></p>\r\n<p>-Clock Tower Gallery, Manhattan, NY </p>\r\n\r\n<p>-319 Scholes Gallery, Brooklyn, NY </p>\r\n\r\n<p>-Hackposium hacker festival,  Long Island City, NY </p>\r\n\r\n<p>- Mal Au Pixel Festival, Paris, France </p>\r\n\r\n<p>- PiNG festival, Nantes, France </p>\r\n\r\n<p>-Devotion Gallery, New York, NY</p>\r\n\r\n<p>-Littlefield, Brooklyn, NY</p>\r\n\r\n<p><i>2010 </i></p>\r\n\r\n<p>- OFFF Festival, Paris, France </p>\r\n\r\n<p>- Brigade Neurale, Paris, France </p>\r\n\r\n<p>- Grrrnd Zero, Leon, France </p>\r\n\r\n<p>- Hundebiss Records, Milan, Italy</p>\r\n\r\n<p>- Bent Festival, Manhattan, NY </p>\r\n\r\n<p>- Valentines, Albany, NY </p>\r\n\r\n<p>- The Troy Bike Rescue, Troy, NY</p>\r\n\r\n<p>-West Hall Gallery, Troy, NY</p>\r\n\r\n<p>-The Spotty Dog, Hudson, NY</p>\r\n\r\n<p><i>2009 </i></p>\r\n\r\n<p>- Performa Festival, Manhattan, NY </p>\r\n\r\n<p>- Monkeytown, Brooklyn, NY </p>\r\n\r\n<p>- Arts Center of the Capital Region, Troy, NY </p>\r\n\r\n<p>- Bennington College, North Bennington, VT </p>\r\n\r\n<p>- Bergen Kunsthall, Bergen, Norway </p>\r\n\r\n<p>- Casper Land, Troy, NY </p>\r\n\r\n<p>- Upstate Artists Guild Gallery, Albany, NY </p>\r\n\r\n<p>- Bent Festival, The Tank, Manhattan, NY</p>\r\n\r\n<p>- 3rd Ward, Brooklyn, NY </p>\r\n\r\n<p>- Load of Fun Theater, Baltimore, MD </p>\r\n\r\n<p>- Big Rock Candy Mountain, Philladelphia, PA </p>\r\n\r\n<p>- Weird Diner, Bloomfield, CT </p>\r\n\r\n<p>- Building 16, Providence, RI </p>\r\n\r\n<p>- The Elevens, North Hampton, MA </p>\r\n\r\n<p>- Hampshire College, Amherst, MA </p>\r\n\r\n<p>- Market Hotel, Brooklyn, NY </p>\r\n\r\n<p>- Death By Audio, Brooklyn, NY </p>\r\n\r\n<p><i>2008 </i></p>\r\n\r\n<p>-Vanishing Point, Brooklyn, NY </p>\r\n\r\n<p>- Scrap Cycle, Brooklyn, NY </p>\r\n\r\n<p>- Monkey Town, Brooklyn, NY </p>\r\n\r\n<p>- Death By Audio, Brooklyn, NY </p>\r\n\r\n<p>- CMJ music festival, Brooklyn, NY </p>\r\n\r\n<p>- The Silent Barn, Brooklyn, NY </p>\r\n\r\n<p>- Lost Horse Gallery, Reykjavik, Iceland </p>\r\n\r\n<p>- Kling And Bang, Reykjavik, Iceland </p>\r\n\r\n<p>- Bent Festival, New York, NY </p>\r\n\r\n<p>- The Tank, New York, NY </p>\r\n\r\n<p>- Grand Performances, Los Angeles, CA </p>\r\n\r\n<p><i>2007 </i></p>\r\n\r\n<p>- BAR, New Haven, CT </p>\r\n\r\n<p>- Silent Barn, Brooklyn, NY </p>\r\n\r\n<p>- The Nest, Bridgeport, CT </p>\r\n\r\n<p>- The Bunker, Bergen, Norway </p>\r\n\r\n<p>- The Robot Store, Bergen, Norway </p>\r\n\r\n<p>- Hampshire College, Amherst, MA </p>\r\n\r\n<p>- The Cake Shop, Brooklyn, NY </p>\r\n\r\n<p>- City Wide Open Studios, New Haven, CT </p>\r\n\r\n<p>- Double Down Saloon, Manhattan NY </p>\r\n\r\n<p><i>2006 </i></p>\r\n\r\n<p>- Mars Bar, Manhattan, NY </p>\r\n\r\n<p>- BAR, New Haven, CT </p>\r\n\r\n<p>- Café NINE, New Haven, CT </p>\r\n\r\n<p>- The Nest, Bridgeport, CT </p>\r\n\r\n<p>- Hampshire College, Amherst, MA </p>\r\n\r\n<p>- Yale’s Green Gallery, New Haven, CT </p>\r\n\r\n<p>- City Wide Open Studios, New Haven, CT </p>\r\n\r\n<p>- Rudy’s, New Haven, CT </p>\r\n\r\n<p>- Urban Outfitters, New Haven, CT </p>\r\n\r\n<p>- Fire House 12, New Haven, CT</p>\r\n\r\n</hr><hr>\r\n<p><b><u>Professional Experience</u></b></p>\r\n\r\n<p><b>-Hampshire College</b></p>\r\n\r\n<p>Amherst, MA: 2005 to 2007 </p>\r\n\r\n<p>Adjunct Assistant Professor of Design</p>\r\n\r\n<p>Planned, designed and implemented creative electronics program. </p>\r\n\r\n<p><b>-Make Magazine</b></p>\r\n\r\n<p>North Sebastopol, CA: 2009 to present</p>\r\n\r\n<p>Writer of regular column for quarterly publication.</p>\r\n\r\n<p><b>-Harvestworks Digital Media Arts Center </b></p>\r\n\r\n<p>Manhattan, NY: 2008 to Present </p>\r\n\r\n<p>Teacher </p>\r\n\r\n<p><b>-Casperelectronics </b></p>\r\n\r\n<p>Troy, NY: 2000 to Present <b></b></p>\r\n\r\n<p>Sole Proprietor, Designer </p>\r\n\r\n<p>Musical instrument design and production.</p>\r\n\r\n<p><b></b></p>\r\n\r\n<p><b>-Arts Center of the Capital Region </b></p>\r\n\r\n<p>Troy, NY: 2009-2010</p>\r\n\r\n<p>Teacher</p>\r\n\r\n</hr><hr>\r\n<p><b><u>Publications/Press</u></b></p></p>\r\n<p align=\"left\" class=\"style1\">\r\n\r\n<p><i>2011</i></p>\r\n<p>-<a href=\"http://rhizome.org/editorial/2011/jun/27/homebrew-electronics-studio-visit-pete-edwards-cas/\">Studio visit and interview for Rhizome.org</a></p>\r\n<p><i>2010</i></p>\r\n<p>-<a href=\"http://vimeo.com/9034653\">Video interview and demo, Scion Magazine</a></p>\r\n\r\n<p> -<a href=\"http://metroland.net/back_issues/vol32_no35/listen_here.html\">Print interview, Metro Land, Troy NY</a></p>\r\n\r\n<p> -<a href=\"http://www.troyrecord.com/articles/2009/09/09/news/doc4aa703e67f5bd159593118.txt\">Print interview, The Record, Albany NY</a></p>\r\n<p><i>2009</i></p>\r\n<p>-Print interview, Amusement Magazine, France</p>\r\n\r\n<p>-<a href=\"http://www.mottodistribution.com/shop/rafskinna-3-reflections.html\">Video interview and performance, Rafskinna Magazine, Iceland</a></p>\r\n<p> -<a href=\"http://current.com/groups/on-current-tv/89634334_speak-spell-music.htm\">TV interview, Current TV</a></p>\r\n<p> -Radio interview, NPR, The Brian Lehrer Show\r\n<embed src=\"http://beta.wnyc.org/media/audioplayer/red_progress_player_no_pop.swf\" width=\"400\" height=\"29\" wmode=\"transparent\" allowscriptaccess=\"always\" quality=\"high\" flashvars=\"file=http://beta.wnyc.org/audio/xspf/27617/&repeat=list&autostart=false&popurl=http://beta.wnyc.org/audio/xspf/27617/%3Fdownload%3Dhttp%3A//www.podtrac.com/pts/redirect.mp3/audio.wnyc.org/bl/bl050908epod.mp3\"></embed><script type=\"text/javascript\">(function(){var s=function(){__flash__removeCallback=function(i,n){if(i)i[n]=null;};window.setTimeout(s,10);};s();})();</script></p>\r\n<p><i>2008</i></p>\r\n<p> -<a href=\"http://www.youtube.com/watch?v=vJyYjK6uE2E\">Television interview, Swedish Public Television, ShowRoom</a></p>\r\n\r\n<p> -Video interview, Model Citizens<br />\r\n<p><i>2006</i></p>\r\n<p> -Interview, New Haven Independent</p>\r\n\r\n<p>-<a href=\"http://www.youtube.com/watch?v=CgjIbYuntEA\">Television interview, TechTV&rsquo;s Screen Savers</a></p>\r\n\r\n<p> -Interview, New Haven Advocate</p></hr>\r\n</hr>\r\n<hr>\r\n<strong>\r\npete[at]casperelectronics[dot]com</strong>\r\n','CV',0,'','inherit','open','open','','148-revision-v1','','','2011-12-04 23:11:13','2011-12-05 04:11:13','',148,'http://casperelectronics.com/2011/12/04/148-revision-12/',0,'revision','',0),(900,2,'2012-02-15 01:19:58','2012-02-15 06:19:58','</style>\r\n</head>\r\n<body bgcolor=\"#FFFFFF\">\r\n<hr>\r\n<p><b>PETER EDWARDS</b></p>\r\n\r\n<p>http://www.casperelectronics.com</p>\r\n\r\n<p>pete@casperelectronics.com</p>\r\n\r\n<p>53 3rd St. Troy NY 12180</p>\r\n\r\n</hr><hr>\r\n\r\n<p><b><u>Education</u></b></p>\r\n\r\n<p>- Rhode Island School of Design, RI: 1996 to 2000 B.F.A., Sculpture</p>\r\n\r\n<p>- Hudson Valley Community College, Troy, NY: 2010 to present </p>\r\n\r\n<p> electrical engineering and computer sciences. Non matriculated.</p>\r\n\r\n<p>- Harvestworks, Manhattan, NY: 2009 MAX MSP intensive course</p>\r\n</hr><hr>\r\n\r\n<p><b><u>Exhibitions</u></b></p>\r\n\r\n<p><b>Solo Shows</b></p>\r\n<p><i>2011</i></p>\r\n\r\n<p>-Flux Factory Gallery, Long Island City, NY</p>\r\n<p><i>2010</i></p>\r\n\r\n<p>- Commission for Tang Museum, Skidmore College, Saratoga Springs, NY</p>\r\n\r\n<p>- West Hall Gallery, Rensellaer Polytechnic Institue, Troy, NY</p>\r\n\r\n<p><i>2008</i></p>\r\n\r\n<p>- Lost Horse Gallery, Reykjavik, Iceland </p>\r\n\r\n<p><i>2006</i></p>\r\n\r\n<p>- Seton gallery, University of New Haven, CT </p>\r\n\r\n<p><b>Group Shows</b></p>\r\n\r\n<p><i>2012</i></p>\r\n<p>- Resonant Frequencies, Georgia Southern  Statesboro, GA </p>\r\n\r\n<p><i>2011</i></p>\r\n<p>- Commission for Contemporary Artists Center, Troy, NY</p>\r\n\r\n<p>- 319 Scholes Gallery, Brooklyn NY </p>\r\n\r\n<p>- Contemporary Artists Center, Troy NY </p>\r\n\r\n<p>- Arts Center of the Capital Region, Troy NY </p>\r\n\r\n<p><i>2010</i></p>\r\n\r\n<p>- Marketplace Gallery, Albany NY </p>\r\n\r\n<p><i>2008</i></p>\r\n\r\n<p>- ABC No Rio, New York, NY </p>\r\n\r\n<p>- Governors island, New York, NY </p>\r\n\r\n<p><i>2006</i></p>\r\n\r\n<p>- Hans Weiss Newspace Gallery, Manchester, CT</p>\r\n\r\n<p>- Art Space, New Haven CT </p>\r\n\r\n<p>- Green Gallery, YALE University, New Haven, CT</p>\r\n</hr><hr>\r\n\r\n<p><b><u>Residencies</u></b></p>\r\n<p><i>2012 </i></p>\r\nPerte de Signal, Rustine Labs, Montreal, Canada</p>\r\nExperimental Performing Arts Center, Rensselaer Polytechnic Institute, Troy, NY</p>\r\n<p><i>2011 </i></p>\r\nSteim, Amsterdam, The Netherlands</p>\r\nFlux Factory, Long Island City, NY</p>\r\n\r\n</hr><hr>\r\n\r\n<p><b><u>Grants and awards</u></b></p>\r\n<p><i>2011 </i></p>\r\n<p>- SOS Grant, NYFA</p>\r\n<p>- NYFA funded commision for \"Dwell\" at the Contemporary Artists Center, Troy NY </p>\r\n<p><i>2010 </i></p>\r\n\r\n<p>- SOS Grant, NYFA</p>\r\n\r\n<p><i>2009 </i></p>\r\n\r\n<p>- SOS Grant, NYFA </p>\r\n<p>- NYFA funding for solo show \"White Light\", via West Hall Gallery, Troy NY </p>\r\n\r\n<p><i>2007 </i></p>\r\n\r\n<p>- Best of city wide open studios award recipient, New Haven CT</p>\r\n</hr><hr>\r\n\r\n<p><b><u>Visiting Artist Lectures and Workshops</u></b></p>\r\n\r\n<p><i>2012</i></p>\r\n\r\n<p>- Georgia Southern University, Statesboro, GA</p>\r\n\r\n<p><i>2011</i></p>\r\n\r\n<p>- STEIM, Amsterdam, The Netherlands</p>\r\n\r\n<p>- V&A Museum, London, UK </p>\r\n\r\n<p>- 319 Scholes Gallery, Brooklyn, NY </p>\r\n\r\n<p>- Flux Factory, Long Island City, NY </p>\r\n\r\n<p>- Mal Au Pixel festival, Paris, France </p>\r\n\r\n<p>- PiNG festival, Nantes, France </p>\r\n\r\n<p>- Goucher College, Baltimore, MD </p>\r\n\r\n<p>- Skidmore College, Saratoga Springs, NY </p>\r\n\r\n<p><i>2010</i></p>\r\n\r\n<p>- Hampshire College, Amherst, MA </p>\r\n\r\n<p>- Skidmore College, Saratoga Springs, NY </p>\r\n\r\n<p>- OFFF arts festival, Paris, France </p>\r\n\r\n<p>- Bloomfield College, Bloomfield, NJ </p>\r\n\r\n<p>- Bent Festival, New York, NY </p>\r\n\r\n<p><i>2009 </i></p>\r\n\r\n<p>- NYU, Manhattan, NY </p>\r\n\r\n<p>- Piksel Festival, Bergen, Norway </p>\r\n\r\n<p>- Long Beach University, Long Beach, CA </p>\r\n\r\n<p>- Electro-Music festival, Bloomingdale, NJ </p>\r\n\r\n<p>- MIT Media Lab, Cambridge, MA </p>\r\n\r\n<p><i>2008 </i></p>\r\n\r\n<p>- BENT festival, NY </p>\r\n\r\n<p>- Hasbro Toys, Pawtucket, RI </p>\r\n\r\n<p>- PotluckCon, New Orleans, LA </p>\r\n\r\n<p>- Nauticon, Cleveland, OH </p>\r\n\r\n<p>- BENT festival, LA and NY </p>\r\n\r\n<p><i>2007 </i></p>\r\n\r\n<p>- The Piksel Festival, Bergen, Norway </p>\r\n\r\n<p>- BENT Festival, Eyebeam, NY </p>\r\n\r\n<p>- Public access television, New Haven,CT</p>\r\n</hr><hr>\r\n\r\n<p><b><u>Performances</u></b></p>\r\n<p><i>2012</i></p>\r\n\r\n<p>-Experimental Performing Arts Center, Rensselaer Polytechnic Institute, Troy, NY </p>\r\n\r\n<p>-Upstate Artists Guild, Albany, NY</p>\r\n\r\n<p><i>2011</i></p>\r\n\r\n<p>- STEIM, Amsterdam, The Netherlands </p>\r\n\r\n<p>-Clock Tower Gallery, Manhattan, NY </p>\r\n\r\n<p>-319 Scholes Gallery, Brooklyn, NY </p>\r\n\r\n<p>-Hackposium hacker festival,  Long Island City, NY </p>\r\n\r\n<p>- Mal Au Pixel Festival, Paris, France </p>\r\n\r\n<p>- PiNG festival, Nantes, France </p>\r\n\r\n<p>-Devotion Gallery, New York, NY</p>\r\n\r\n<p>-Littlefield, Brooklyn, NY</p>\r\n\r\n<p><i>2010 </i></p>\r\n\r\n<p>- OFFF Festival, Paris, France </p>\r\n\r\n<p>- Brigade Neurale, Paris, France </p>\r\n\r\n<p>- Grrrnd Zero, Leon, France </p>\r\n\r\n<p>- Hundebiss Records, Milan, Italy</p>\r\n\r\n<p>- Bent Festival, Manhattan, NY </p>\r\n\r\n<p>- Valentines, Albany, NY </p>\r\n\r\n<p>- The Troy Bike Rescue, Troy, NY</p>\r\n\r\n<p>-West Hall Gallery, Troy, NY</p>\r\n\r\n<p>-The Spotty Dog, Hudson, NY</p>\r\n\r\n<p><i>2009 </i></p>\r\n\r\n<p>- Performa Festival, Manhattan, NY </p>\r\n\r\n<p>- Monkeytown, Brooklyn, NY </p>\r\n\r\n<p>- Arts Center of the Capital Region, Troy, NY </p>\r\n\r\n<p>- Bennington College, North Bennington, VT </p>\r\n\r\n<p>- Bergen Kunsthall, Bergen, Norway </p>\r\n\r\n<p>- Casper Land, Troy, NY </p>\r\n\r\n<p>- Upstate Artists Guild Gallery, Albany, NY </p>\r\n\r\n<p>- Bent Festival, The Tank, Manhattan, NY</p>\r\n\r\n<p>- 3rd Ward, Brooklyn, NY </p>\r\n\r\n<p>- Load of Fun Theater, Baltimore, MD </p>\r\n\r\n<p>- Big Rock Candy Mountain, Philladelphia, PA </p>\r\n\r\n<p>- Weird Diner, Bloomfield, CT </p>\r\n\r\n<p>- Building 16, Providence, RI </p>\r\n\r\n<p>- The Elevens, North Hampton, MA </p>\r\n\r\n<p>- Hampshire College, Amherst, MA </p>\r\n\r\n<p>- Market Hotel, Brooklyn, NY </p>\r\n\r\n<p>- Death By Audio, Brooklyn, NY </p>\r\n\r\n<p><i>2008 </i></p>\r\n\r\n<p>-Vanishing Point, Brooklyn, NY </p>\r\n\r\n<p>- Scrap Cycle, Brooklyn, NY </p>\r\n\r\n<p>- Monkey Town, Brooklyn, NY </p>\r\n\r\n<p>- Death By Audio, Brooklyn, NY </p>\r\n\r\n<p>- CMJ music festival, Brooklyn, NY </p>\r\n\r\n<p>- The Silent Barn, Brooklyn, NY </p>\r\n\r\n<p>- Lost Horse Gallery, Reykjavik, Iceland </p>\r\n\r\n<p>- Kling And Bang, Reykjavik, Iceland </p>\r\n\r\n<p>- Bent Festival, New York, NY </p>\r\n\r\n<p>- The Tank, New York, NY </p>\r\n\r\n<p>- Grand Performances, Los Angeles, CA </p>\r\n\r\n<p><i>2007 </i></p>\r\n\r\n<p>- BAR, New Haven, CT </p>\r\n\r\n<p>- Silent Barn, Brooklyn, NY </p>\r\n\r\n<p>- The Nest, Bridgeport, CT </p>\r\n\r\n<p>- The Bunker, Bergen, Norway </p>\r\n\r\n<p>- The Robot Store, Bergen, Norway </p>\r\n\r\n<p>- Hampshire College, Amherst, MA </p>\r\n\r\n<p>- The Cake Shop, Brooklyn, NY </p>\r\n\r\n<p>- City Wide Open Studios, New Haven, CT </p>\r\n\r\n<p>- Double Down Saloon, Manhattan NY </p>\r\n\r\n<p><i>2006 </i></p>\r\n\r\n<p>- Mars Bar, Manhattan, NY </p>\r\n\r\n<p>- BAR, New Haven, CT </p>\r\n\r\n<p>- Café NINE, New Haven, CT </p>\r\n\r\n<p>- The Nest, Bridgeport, CT </p>\r\n\r\n<p>- Hampshire College, Amherst, MA </p>\r\n\r\n<p>- Yale’s Green Gallery, New Haven, CT </p>\r\n\r\n<p>- City Wide Open Studios, New Haven, CT </p>\r\n\r\n<p>- Rudy’s, New Haven, CT </p>\r\n\r\n<p>- Urban Outfitters, New Haven, CT </p>\r\n\r\n<p>- Fire House 12, New Haven, CT</p>\r\n\r\n</hr><hr>\r\n<p><b><u>Professional Experience</u></b></p>\r\n\r\n<p><b>-Hampshire College</b></p>\r\n\r\n<p>Amherst, MA: 2005 to 2007 </p>\r\n\r\n<p>Adjunct Assistant Professor of Design</p>\r\n\r\n<p>Planned, designed and implemented creative electronics program. </p>\r\n\r\n<p><b>-Make Magazine</b></p>\r\n\r\n<p>North Sebastopol, CA: 2009 to present</p>\r\n\r\n<p>Writer of regular column for quarterly publication.</p>\r\n\r\n<p><b>-Harvestworks Digital Media Arts Center </b></p>\r\n\r\n<p>Manhattan, NY: 2008 to Present </p>\r\n\r\n<p>Teacher </p>\r\n\r\n<p><b>-Casperelectronics </b></p>\r\n\r\n<p>Troy, NY: 2000 to Present <b></b></p>\r\n\r\n<p>Sole Proprietor, Designer </p>\r\n\r\n<p>Musical instrument design and production.</p>\r\n\r\n<p><b></b></p>\r\n\r\n<p><b>-Arts Center of the Capital Region </b></p>\r\n\r\n<p>Troy, NY: 2009-2010</p>\r\n\r\n<p>Teacher</p>\r\n\r\n</hr><hr>\r\n<p><b><u>Publications/Press</u></b></p></p>\r\n<p align=\"left\" class=\"style1\">\r\n\r\n<p><i>2011</i></p>\r\n<p>-<a href=\"http://rhizome.org/editorial/2011/jun/27/homebrew-electronics-studio-visit-pete-edwards-cas/\">Studio visit and interview for Rhizome.org</a></p>\r\n<p><i>2010</i></p>\r\n<p>-<a href=\"http://vimeo.com/9034653\">Video interview and demo, Scion Magazine</a></p>\r\n\r\n<p> -<a href=\"http://metroland.net/back_issues/vol32_no35/listen_here.html\">Print interview, Metro Land, Troy NY</a></p>\r\n\r\n<p> -<a href=\"http://www.troyrecord.com/articles/2009/09/09/news/doc4aa703e67f5bd159593118.txt\">Print interview, The Record, Albany NY</a></p>\r\n<p><i>2009</i></p>\r\n<p>-Print interview, Amusement Magazine, France</p>\r\n\r\n<p>-<a href=\"http://www.mottodistribution.com/shop/rafskinna-3-reflections.html\">Video interview and performance, Rafskinna Magazine, Iceland</a></p>\r\n<p> -<a href=\"http://current.com/groups/on-current-tv/89634334_speak-spell-music.htm\">TV interview, Current TV</a></p>\r\n<p> -Radio interview, NPR, The Brian Lehrer Show\r\n<embed src=\"http://beta.wnyc.org/media/audioplayer/red_progress_player_no_pop.swf\" width=\"400\" height=\"29\" wmode=\"transparent\" allowscriptaccess=\"always\" quality=\"high\" flashvars=\"file=http://beta.wnyc.org/audio/xspf/27617/&repeat=list&autostart=false&popurl=http://beta.wnyc.org/audio/xspf/27617/%3Fdownload%3Dhttp%3A//www.podtrac.com/pts/redirect.mp3/audio.wnyc.org/bl/bl050908epod.mp3\"></embed><script type=\"text/javascript\">(function(){var s=function(){__flash__removeCallback=function(i,n){if(i)i[n]=null;};window.setTimeout(s,10);};s();})();</script></p>\r\n<p><i>2008</i></p>\r\n<p> -<a href=\"http://www.youtube.com/watch?v=vJyYjK6uE2E\">Television interview, Swedish Public Television, ShowRoom</a></p>\r\n\r\n<p> -Video interview, Model Citizens<br />\r\n<p><i>2006</i></p>\r\n<p> -Interview, New Haven Independent</p>\r\n\r\n<p>-<a href=\"http://www.youtube.com/watch?v=CgjIbYuntEA\">Television interview, TechTV&rsquo;s Screen Savers</a></p>\r\n\r\n<p> -Interview, New Haven Advocate</p></hr>\r\n</hr>\r\n<hr>\r\n<strong>\r\npete[at]casperelectronics[dot]com</strong>\r\n','CV',0,'','inherit','open','open','','148-revision-v1','','','2012-02-15 01:19:58','2012-02-15 06:19:58','',148,'http://casperelectronics.com/2012/02/15/148-revision-13/',0,'revision','',0),(901,2,'2012-02-12 20:12:33','2012-02-13 01:12:33','BitShifter is currently on display at the Contemporary Gallery, Georgie Southern University through February 28th 2012. More info <a href=\"http://class.georgiasouthern.edu/art/events_and_exhibits_archives.html\">here</a>. <a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1-300x200.jpg\" alt=\"\" title=\"SONY DSC\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-896\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<hr>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo-150x150.jpg\" alt=\"\" title=\"nintendo\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-882\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick-150x150.jpg\" alt=\"\" title=\"joystick\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-883\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n','Bit Shifter',0,'','inherit','open','open','','838-revision-21','','','2012-02-12 20:12:33','2012-02-13 01:12:33','',838,'http://casperelectronics.com/2012/02/12/838-revision-21/',0,'revision','',0),(902,2,'2012-02-15 21:13:14','2012-02-16 02:13:14','BitShifter is currently on display at the Contemporary Gallery,<a href=\"http://class.georgiasouthern.edu/art/events_and_exhibits_archives.html\">Georgie Southern University</a> through February 28th 2012. \r\nBitshifter is an interactive installation which invites viewers to play games while also generating complex sounds and interlinked video glitch effects by manipulating a custom joystick. <a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1-300x200.jpg\" alt=\"\" title=\"SONY DSC\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-896\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<hr>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo-150x150.jpg\" alt=\"\" title=\"nintendo\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-882\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick-150x150.jpg\" alt=\"\" title=\"joystick\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-883\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the joysticks allows for manipulation of the game as one would expect. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n','Bit Shifter',0,'','inherit','open','open','','838-revision-22','','','2012-02-15 21:13:14','2012-02-16 02:13:14','',838,'http://casperelectronics.com/2012/02/15/838-revision-22/',0,'revision','',0),(903,2,'2012-01-27 20:59:58','2012-01-28 01:59:58','','Auto Draft',0,'','inherit','open','open','','893-revision','','','2012-01-27 20:59:58','2012-01-28 01:59:58','',893,'http://casperelectronics.com/2012/01/27/893-revision/',0,'revision','',0),(913,2,'2012-02-29 15:20:38','2012-02-29 20:20:38','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal2-1024x883.jpg\" alt=\"\" title=\"Print\" width=\"450\" height=\"300\" class=\"alignnone size-large wp-image-940\" /></a></br>\r\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr>\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.<hr/><hr>\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n<hr/><hr>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.<hr/><hr>\r\n<strong> History</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n<hr/><hr>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n<hr/><hr>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. <hr/><hr>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','publish','open','open','','the-intelligent-sound-to-light-project','','','2012-03-06 14:29:23','2012-03-06 19:29:23','',0,'http://casperelectronics.com/?page_id=913',0,'page','',0),(905,2,'2012-02-16 01:05:01','2012-02-16 06:05:01','Sunday, Feb. 26 - 8:00 PM - $8\n\nSHEA STADIUM BROOKLYN\n20 Meadow St.Brooklyn, NY 11206\n(L train to Grand St.)\n\n8:00pm SELECTRONICS\n8:45pm CRUDLABS SOUND SYSTEM\n9:30pm CASPER ELECTRONICS\n10:15pm NULLSLEEP // NO CARRIER\n','Performance Feb 26th. Brooklyn NY',0,'','inherit','open','open','','893-revision-2','','','2012-02-16 01:05:01','2012-02-16 06:05:01','',893,'http://casperelectronics.com/2012/02/16/893-revision-2/',0,'revision','',0),(906,2,'2012-02-15 21:17:02','2012-02-16 02:17:02','BitShifter is currently on display at the Contemporary Gallery,<a href=\"http://class.georgiasouthern.edu/art/events_and_exhibits_archives.html\">Georgie Southern University</a> through February 28th 2012. \r\nBitshifter is an interactive installation which invites viewers to play games while also generating complex sounds and interlinked video glitch effects by manipulating a custom joystick. <a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/BitShifer1-300x200.jpg\" alt=\"\" title=\"SONY DSC\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-896\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/marioBit-300x199.jpg\" alt=\"\" title=\"marioBit\" width=\"400\" height=\"275\" class=\"alignnone size-medium wp-image-854\" /></a>\r\n<hr>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/nintendo-150x150.jpg\" alt=\"\" title=\"nintendo\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-882\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystick-150x150.jpg\" alt=\"\" title=\"joystick\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-883\" /></a>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/guts-150x150.jpg\" alt=\"\" title=\"guts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-871\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/synth-150x150.jpg\" alt=\"\" title=\"synth\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-872\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joysatick2-150x150.jpg\" alt=\"\" title=\"joystick2\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-875\" /></a><a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/joystickguts-150x150.jpg\" alt=\"\" title=\"joystickguts\" width=\"150\" height=\"150\" class=\"alignleft size-thumbnail wp-image-873\" /></a>\r\n\r\n\r\n<iframe width=\"480\" height=\"260\" src=\"http://www.youtube.com/embed/Qu7OGFFhpEw\" frameborder=\"0\" allowfullscreen></iframe>\r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/BitBender/diagram3-829x1024.jpg\" alt=\"\" title=\"diagram3\" width=\"400\" height=\"630\" class=\"alignnone size-large wp-image-839\" /></a>\r\n<em><strong>INTRO:</strong></em>\r\nBitshifter is an experimental music, performance and gaming interface which utilizes elements of game play, touch controlled electronic sound generation and modified video. The combination of these elements results in a unique, multi faceted experiences for both performer and audience. \r\nIt is designed to be a public installation. Therefore it has been designed with the laymen and first time user in mind. It also attempts to harness the social potential of public interaction. \r\n\r\n<em><strong>LAYOUT:</strong></em>\r\nBitshifter is made up of three main blocks (see figure 1 for hardware layout):\r\n1.	Modified Nintendo game system\r\n2.	Analog voltage controlled signal generator\r\n3.	Game/synthesizer controllers\r\n\r\n<em><strong>USE:</strong></em>\r\nThe user selects a game to play and presses the power button on the Nintendo. 1 or 2 player games may be selected. Once the game has loaded, using the game controller allows for standard game play. As long as the viewer only touches the joystick and buttons the game will function normally. \r\nPressing on the touch sensitive voltage source pads (see fig B) causes a few things to happen at once. \r\n1.	The game sound track from the Nintendo is silenced.\r\n2.	A complex sound pattern is generated by the synth and broadcast from a nearby amplifier. Characteristics such as rate and pitch or the entire kind of effect change as more pads are pressed the pressure on each pad changes. \r\n3.	The video becomes severely distorted. The kinds of distortion are determined by the pads being pressed as well as pressure applied. The distortion patters are controlled by the synth oscillators. Therefore what the user hears is also what they see.  \r\nReleasing the pads returns the system to the normal state and the user can continue playing the game in a traditional fashion. \r\n\r\n<em><strong>PERFORMANCE, PLAY and COMPETITION:</strong></em>\r\nMy goal was to create a hybrid of differing kinds of interaction in order to explore a new form of music and performance. It incorporates electronic sound generation, video modulation controlled by the sound, is built around a gaming system and is intended to be installed in a public venue which introduces a strong social component to all of the aspects. \r\nThe result is a social, audio and visual experience which invites liberal exploration of each of these parameters. \r\nMost importantly I want the experience to be intriguing and inspiring for the user. The key to successful installation and also experimental musical interfaces is to steer the user to a favorable outcome but also let them explore and come up with personal results. It is important to make the interface as easy to access as possible but to then offer a depth of control for those who wish to delve deeper. The pressure sensitive touch interface does this perfectly. It is incredibly easy to use but can also be extremely subtle. \r\nAs a musical interface I am interested in how the conventions of gaming translate into the relative timing and flow of musical output. For instance one may be making decisions based on musical composition as well as timing aspects of the game. \r\nI am equally interested in how the coordination of sound and video impacts the musical output of the device. One hears sound very differently when that sound is represented visually. \r\nThe inclusion of gaming serves several purposes. First it is an accessible and intuitive form of interaction. The first challenge when making public installation is to get the public to interact with the piece. The next challenge is to get them to interact in the way you intended. One generally needs very little explanation or coaxing in order to play a video game. The controls were designed using standard arcade hardware which are big, simple and inviting. \r\nGaming brings with it lots of social, personal and thematic baggage. Many people have a history of gaming and some form of emotional connection with that experience. This is an important aspect which generates expectations. Expectations  create the wonderful opportunity to defy those expectations, which is what this piece does through dramatic sound and video modification.  \r\nGaming is also a social experience which more often than not is competitive in nature. This is an aspect I am especially interested in exploring as applied to music making. Each player is able to control the sound and video. One player can modulate the sound and video while the other is playing the game. Therefore there is an added level of competitive and even collaborative dynamic in this piece. \r\nLastly, game systems such as the Nintendo have easily modifiable video generators. By shorting out points on the video chips it is possible to generate many different kinds of video glitching effects. Some effects will inhibit game play while others simply change aspects of the game characters or landscape. \r\n\r\n<em><strong>THE HARDWARE:</strong></em>\r\n<strong>Nintendo Game System.</strong>\r\nThe nintendo has been modified to allow points on the circuit board associated with video generation and rendering to be shorted to the negative power supply. This results in a variety of video glitching effects ranging from resolution reduction to background and/or foreground scrambling. \r\n<strong>\r\nAnalog voltage controlled signal generator</strong>\r\nThis is an analog modular synthesizer. I have referred to it as a voltage controlled signal generator due to the fact that the term “synthesizerâ€ is often associated with audio generating devices. In this case the synth generates audio as well as controlling the video. \r\nSound is simply a modulating voltage. This voltage may be sent to speaker to make sound but can also be used as a control signal for other circuitry and electronic devices. \r\nThe synth contains the following modules:\r\n-3 oscillators\r\n-1  low pass filter\r\n- 2 amplifiers\r\n- 1 ring modulator\r\n- 1 sample and hold \r\n-1 envelope generator\r\nThe challenge with this synth was to make a system which allowed the user to access a very wide range of sound effects and eliminate any setting combinations which would result in no sound outout. \r\nTo do this I drastically limited the number of user accessible controls and normalized many of the module ins and outs. I then designed a signal architecture which incorporates many layers of signal feedback in order to generate complex and interesting sounds. See figure 3 for a signal flow block diagram.\r\n The end result is that the user can generate a great range of modulating tones and complex sequences by only adjusting the pitch of each of the 3 oscillators. There are no dead spots, the effects are extremely varied and the different sounds are animated and interesting.  \r\n\r\n\r\n <strong>Game/Synth controller.</strong> \r\nThere are two identical controllers. All details below apply to both controllers.\r\nThis device contains 4 buttons, a joystick and an array of 24 pressure sensitive touch pads. The 4 buttons and joystick are used to “talkâ€ to the Nintendo. These function as a traditional game controller and allow the user to play games on the Nintendo.\r\nThe pressure sensitive touch pads “talkâ€ to the synth. Touching each pad generates a discreet voltage relative to the pressure applied to that pad. These voltages are then used to do three things:\r\n1.	Modulate the frequency of one of the 3 voltage controlled oscillators.\r\n2.	Open a gate which allows that oscillator to activate 1 of 12 video glitching effects.\r\n3.	Trigger the envelope generator which in turn turns UP the synth volume while simultaneously turning DOWN the Nintendo game volume. \r\n\r\n<em><strong>TECH:</strong></em>\r\n<strong>Video Glitching.</strong>\r\nThis is one of the more complex and interesting parts of the piece. Video glitches can be generated by connecting pins from the video generating ICs in the Nintendo to the negative power supply. In order to make the glitches more interesting I linked them to the 3 synth oscillators. This is also much viscerally more engaging as the mind perceives the link between the sound and the visuals.  \r\nTo do this I connected each oscillator output to the gate of a transistor. This acts as a switch which simply connects a video glitch point to ground but it does so at the frequency of the control oscillator. This is significant because the rate of the oscillator will interact with the rate of video generation. This results in a density of horizontal lines (width and number of lines)of glitch patterns relative to the two frequencies. \r\nI also wanted to make the glitch only activate when a pressure pad is being pressed. See Figure 2 for a schematic. I connected the voltage output of each pad to the gate of a transistor which then passes one of the oscillators to the base of another transistor which connects a video glitch point to ground. \r\nThere are only 3 oscillators which can be used to modulate the video but there are 12 different glitch points which the oscillators can be routed to. The routing scheme is a little crazy and is illustrated in figure 2. \r\n\r\n<strong>Joystick.</strong>\r\nThe Nintendo joystick uses a serial protocol to communicate with the Nintendo. I was able to make a joystick by wiring the controls to a CD4021 shift register. Simple and effective. \r\n \r\n\r\n','Bit Shifter',0,'','inherit','open','open','','838-revision-23','','','2012-02-15 21:17:02','2012-02-16 02:17:02','',838,'http://casperelectronics.com/2012/02/15/838-revision-23/',0,'revision','',0),(907,2,'2011-08-26 16:00:25','2011-08-26 21:00:25','<p><a href=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/the%20orb.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/_the%20orb.jpg\" width=\"400\" height=\"266\" alt=\"\" title=\"\"  /></a></p>\r\n<p>\r\n<object width=\"400\" height=\"300\"><param name=\"movie\" value=\"http://www.youtube.com/v/RzW-kj36llQ?fs=1&amp;hl=en_US\"></param><param name=\"allowFullScreen\" value=\"true\"></param><param name=\"allowscriptaccess\" value=\"always\"></param><embed src=\"http://www.youtube.com/v/RzW-kj36llQ?fs=1&amp;hl=en_US\" type=\"application/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\"400\" height=\"300\"></embed></object>\r\nSpecter was created as a collaboration with my good friend (and a crazy genius) Chris Scully. It was a commission for the Tang Museum and was funded in part by the New York Foundation for the Arts. It has been displayed at the Tang Museum (Saratoga Springs), Flux Gallery (Long Island City) and the Silent Barn (Brooklyn)</p><p>Specter is a sound sensitive installation. Sounds generated near the orbs cause them to glow at varying hue and intensity. This profoundly impacts how the viewer perceives and appreciates sound. It places a new value on the incidental ambient sounds of the environment and inspires viewers to generate their own sounds. The viewerss themselves become the sound piece.\r\n\r\n</p><p>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Spectre/IMG_1030.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Spectre/IMG_1030-300x200.jpg\" alt=\"\" title=\"SpecterGirls\" width=\"400\" height=\"266\" class=\"alignnone size-medium wp-image-385\" /></a></p><p>\r\n<a href=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/EM17_Wedding_002.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/_EM17_Wedding_002.jpg\" width=\"400\" height=\"266\" alt=\"\" title=\"\"  /></a></p><p>\r\n\r\n<a href=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/acapela.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/_acapela.jpg\" width=\"400\" height=\"266\" alt=\"\" title=\"\"  /></a></p><p>\r\n<img src=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/download.jpg\" width=\"400\" height=\"500\" alt=\"\" title=\"\" /></p><p>\r\n<a href=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/specter2.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/_specter2.jpg\" width=\"400\" height=\"625\" alt=\"\" title=\"\"  /></a></p><p>\r\n<object width=\"425\" height=\"344\"><param name=\"movie\" value=\"http://www.youtube.com/v/IlWriYM1BeQ?hl=en&fs=1\"></param><param name=\"allowFullScreen\" value=\"true\"></param><param name=\"allowscriptaccess\" value=\"always\"></param><embed src=\"http://www.youtube.com/v/IlWriYM1BeQ?hl=en&fs=1\" type=\"application/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\"400\" height=\"320\"></embed></object>\r\n  Each orb contains a microphone, 3 high power LEDs and analog/digital circuitry for analyzing and processing ambient noise. The frequency of the sound controls the color and the amplitude controls the brightness. </p><p>\r\n\r\n<object width=\"400\" height=\"300\"><param name=\"movie\" value=\"http://www.youtube.com/v/aVmIxDanbXo?fs=1&amp;hl=en_US\"></param><param name=\"allowFullScreen\" value=\"true\"></param><param name=\"allowscriptaccess\" value=\"always\"></param><embed src=\"http://www.youtube.com/v/aVmIxDanbXo?fs=1&amp;hl=en_US\" type=\"application/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\"400\" height=\"300\"></embed></object></p>','Specter',0,'','inherit','open','open','','363-revision-5','','','2011-08-26 16:00:25','2011-08-26 21:00:25','',363,'http://casperelectronics.com/2011/08/26/363-revision-5/',0,'revision','',0),(908,2,'2012-02-18 18:55:50','2012-02-18 23:55:50','<p><a href=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/the%20orb.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/_the%20orb.jpg\" width=\"400\" height=\"266\" alt=\"\" title=\"\"  /></a></p>\r\n<p>\r\n<object width=\"400\" height=\"300\"><param name=\"movie\" value=\"http://www.youtube.com/v/RzW-kj36llQ?fs=1&amp;hl=en_US\"></param><param name=\"allowFullScreen\" value=\"true\"></param><param name=\"allowscriptaccess\" value=\"always\"></param><embed src=\"http://www.youtube.com/v/RzW-kj36llQ?fs=1&amp;hl=en_US\" type=\"application/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\"400\" height=\"300\"></embed></object>\r\nSpecter was created as a collaboration with my good friend (and a crazy genius) Chris Scully. It was a commission for the Tang Museum and was funded in part by the New York Foundation for the Arts. It has been displayed at the Tang Museum (Saratoga Springs), Flux Gallery (Long Island City) and the Silent Barn (Brooklyn)</p><p>Specter is a sound sensitive installation. Sounds generated near the orbs cause them to glow at varying hue and intensity. This profoundly impacts how the viewer perceives and appreciates sound. It places a new value on the incidental ambient sounds of the environment and inspires viewers to generate their own sounds. The audience becomes the sound installation.\r\n\r\n</p><p>\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Spectre/IMG_1030.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Spectre/IMG_1030-300x200.jpg\" alt=\"\" title=\"SpecterGirls\" width=\"400\" height=\"266\" class=\"alignnone size-medium wp-image-385\" /></a></p><p>\r\n<a href=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/EM17_Wedding_002.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/_EM17_Wedding_002.jpg\" width=\"400\" height=\"266\" alt=\"\" title=\"\"  /></a></p><p>\r\n\r\n<a href=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/acapela.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/_acapela.jpg\" width=\"400\" height=\"266\" alt=\"\" title=\"\"  /></a></p><p>\r\n<img src=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/download.jpg\" width=\"400\" height=\"500\" alt=\"\" title=\"\" /></p><p>\r\n<a href=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/specter2.jpg\"><img src=\"http://casperelectronics.com/images/finishedpieces/installations/Specter/_specter2.jpg\" width=\"400\" height=\"625\" alt=\"\" title=\"\"  /></a></p><p>\r\n<object width=\"425\" height=\"344\"><param name=\"movie\" value=\"http://www.youtube.com/v/IlWriYM1BeQ?hl=en&fs=1\"></param><param name=\"allowFullScreen\" value=\"true\"></param><param name=\"allowscriptaccess\" value=\"always\"></param><embed src=\"http://www.youtube.com/v/IlWriYM1BeQ?hl=en&fs=1\" type=\"application/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\"400\" height=\"320\"></embed></object>\r\n  Each orb contains a microphone, 3 high power LEDs and analog/digital circuitry for analyzing and processing ambient noise. The frequency of the sound controls the color and the amplitude controls the brightness. </p><p>\r\n\r\n<object width=\"400\" height=\"300\"><param name=\"movie\" value=\"http://www.youtube.com/v/aVmIxDanbXo?fs=1&amp;hl=en_US\"></param><param name=\"allowFullScreen\" value=\"true\"></param><param name=\"allowscriptaccess\" value=\"always\"></param><embed src=\"http://www.youtube.com/v/aVmIxDanbXo?fs=1&amp;hl=en_US\" type=\"application/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\"400\" height=\"300\"></embed></object></p>','Specter',0,'','inherit','open','open','','363-revision-6','','','2012-02-18 18:55:50','2012-02-18 23:55:50','',363,'http://casperelectronics.com/2012/02/18/363-revision-6/',0,'revision','',0),(909,2,'2011-09-26 23:50:03','2011-09-27 04:50:03','View my sound cloud page <a href=\"http://\">here</a>.<object height=\"225\" width=\"100%\"> <param name=\"movie\" value=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fusers%2F1767281\"></param> <param name=\"allowscriptaccess\" value=\"always\"></param> <embed allowscriptaccess=\"always\" height=\"225\" src=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fusers%2F1767281\" type=\"application/x-shockwave-flash\" width=\"100%\"></embed> </object>  <span><a href=\"http://soundcloud.com/casperelectronics\">Latest tracks by casperelectronics</a></span> \r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/casperVSnonhorse.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/casperVSnonhorse.jpg\" alt=\"\" title=\"casperVSnonhorse\" width=\"450\" height=\"600\" class=\"alignnone size-full wp-image-610\" /></a><br>\r\n<iframe width=\"420\" height=\"315\" src=\"http://www.youtube.com/embed/GXekCqPi_bU\" frameborder=\"0\" allowfullscreen></iframe>\r\n<a href=\"http://casperelectronics.com/aboard-a-ship-of-fingers-and-nails/\">New album </a>on line! Free listen to and download.\r\n<a href=\"http://casperelectronics.com/aboard-a-ship-of-fingers-and-nails/\"><img src=\"http://casperelectronics.com/images/graphics/albumCover.jpg\" width=\"288\" height=\"288\" alt=\"\" title=\"\" /></a><p><p>\r\n--------------------------------------------------------------------------------------<p>\r\n<a href=\"http://www.casperelectronics.com/images/IMG_0415.JPG\"><img src=\"http://www.casperelectronics.com/images/_IMG_0415.JPG\" align=left width=\"200\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n\r\n<img src=\"http://casperelectronics.com/images/spacer.jpg\" align=left width=\"50\" height=\"300\" alt=\"\" title=\"\" />\r\n<img src=\"http://casperelectronics.com/images/graphics/_2541517169_9e2b56984c.jpg\" width=\"180\" height=\"135\" alt=\"\" title=\"\" />\r\n\r\nI\'ve always enjoyed the contrast of noise to melody, chaos to structure. I feel that these components highlight the strengths of the other and that the beauty of harmony is even greater when emerging from the din of discordant noise.<BR CLEAR=ALL><p>\r\n<img src=\"http://casperelectronics.com/images/other/weirdDiner.jpg\" width=\"400\" height=\"266\" alt=\"\" title=\"\" /><p>\r\n--------------------------------------------------------------------------------------<p>\r\n<em>ALBUMS:</em>\r\n<strong>-Tower of Power (2000):</strong> <em>Coming Soon</em><p>\r\n<strong>-Treasure Tundra (2002):</strong><em>Coming Soon</em><p>\r\n<strong>-<a href=\"http://casperelectronics.com/aboard-a-ship-of-fingers-and-nails/\">Aboard a Ship Of Fingers and Nails (2008)</a>:</strong><em>Click on title to go to album page.</em><p><p>\r\n--------------------------------------------------------------------------------------<p>\r\n','Music',0,'','inherit','open','open','','444-revision-14','','','2011-09-26 23:50:03','2011-09-27 04:50:03','',444,'http://casperelectronics.com/2011/09/26/444-revision-14/',0,'revision','',0),(912,2,'2012-02-21 00:52:21','2012-02-21 05:52:21','<a href=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/fromAbove.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/fromAbove.jpg\" alt=\"\" title=\"fromAbove\" width=\"450\" height=\"370\" class=\"alignnone size-full wp-image-608\" /></a>\r\n\r\n<object height=\"225\" width=\"100%\"> <param name=\"movie\" value=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fusers%2F1767281\"></param> <param name=\"allowscriptaccess\" value=\"always\"></param> <embed allowscriptaccess=\"always\" height=\"225\" src=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fusers%2F1767281\" type=\"application/x-shockwave-flash\" width=\"100%\"></embed> </object>  <span><a href=\"http://soundcloud.com/casperelectronics\">Latest tracks by casperelectronics</a></span> \r\n\r\n<iframe width=\"450\" height=\"380\" src=\"http://www.youtube.com/embed/KduRVpgk1lA?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<a href=\"http://casperelectronics.com/aboard-a-ship-of-fingers-and-nails/\">New album </a>on line! Free listen to and download.\r\n<a href=\"http://casperelectronics.com/aboard-a-ship-of-fingers-and-nails/\"><img src=\"http://casperelectronics.com/images/graphics/albumCover.jpg\" width=\"288\" height=\"288\" alt=\"\" title=\"\" /></a><p><p>\r\n--------------------------------------------------------------------------------------<p>\r\n<a href=\"http://www.casperelectronics.com/images/IMG_0415.JPG\"><img src=\"http://www.casperelectronics.com/images/_IMG_0415.JPG\" align=left width=\"200\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n\r\n<img src=\"http://casperelectronics.com/images/spacer.jpg\" align=left width=\"50\" height=\"300\" alt=\"\" title=\"\" />\r\n<img src=\"http://casperelectronics.com/images/graphics/_2541517169_9e2b56984c.jpg\" width=\"180\" height=\"135\" alt=\"\" title=\"\" />\r\n\r\nI\'ve always enjoyed the contrast of noise to melody, chaos to structure. I feel that these components highlight the strengths of the other and that the beauty of harmony is even greater when emerging from the din of discordant noise.<BR CLEAR=ALL><p>','Music',0,'','inherit','open','open','','444-revision-17','','','2012-02-21 00:52:21','2012-02-21 05:52:21','',444,'http://casperelectronics.com/2012/02/21/444-revision-17/',0,'revision','',0),(911,2,'2012-02-21 00:50:42','2012-02-21 05:50:42','<a href=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/fromAbove.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/fromAbove.jpg\" alt=\"\" title=\"fromAbove\" width=\"400\" height=\"300\" class=\"alignnone size-full wp-image-608\" /></a>View my sound cloud page <a href=\"http://\">here</a>.<object height=\"225\" width=\"100%\"> <param name=\"movie\" value=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fusers%2F1767281\"></param> <param name=\"allowscriptaccess\" value=\"always\"></param> <embed allowscriptaccess=\"always\" height=\"225\" src=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fusers%2F1767281\" type=\"application/x-shockwave-flash\" width=\"100%\"></embed> </object>  <span><a href=\"http://soundcloud.com/casperelectronics\">Latest tracks by casperelectronics</a></span> \r\n\r\n<a href=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/casperVSnonhorse.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/casperVSnonhorse.jpg\" alt=\"\" title=\"casperVSnonhorse\" width=\"450\" height=\"600\" class=\"alignnone size-full wp-image-610\" /></a><br>\r\n<iframe width=\"400\" height=\"310\" src=\"http://www.youtube.com/embed/KduRVpgk1lA?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<a href=\"http://casperelectronics.com/aboard-a-ship-of-fingers-and-nails/\">New album </a>on line! Free listen to and download.\r\n<a href=\"http://casperelectronics.com/aboard-a-ship-of-fingers-and-nails/\"><img src=\"http://casperelectronics.com/images/graphics/albumCover.jpg\" width=\"288\" height=\"288\" alt=\"\" title=\"\" /></a><p><p>\r\n--------------------------------------------------------------------------------------<p>\r\n<a href=\"http://www.casperelectronics.com/images/IMG_0415.JPG\"><img src=\"http://www.casperelectronics.com/images/_IMG_0415.JPG\" align=left width=\"200\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n\r\n<img src=\"http://casperelectronics.com/images/spacer.jpg\" align=left width=\"50\" height=\"300\" alt=\"\" title=\"\" />\r\n<img src=\"http://casperelectronics.com/images/graphics/_2541517169_9e2b56984c.jpg\" width=\"180\" height=\"135\" alt=\"\" title=\"\" />\r\n\r\nI\'ve always enjoyed the contrast of noise to melody, chaos to structure. I feel that these components highlight the strengths of the other and that the beauty of harmony is even greater when emerging from the din of discordant noise.<BR CLEAR=ALL><p>','Music',0,'','inherit','open','open','','444-revision-16','','','2012-02-21 00:50:42','2012-02-21 05:50:42','',444,'http://casperelectronics.com/2012/02/21/444-revision-16/',0,'revision','',0),(914,2,'2012-02-29 15:20:15','2012-02-29 20:20:15','','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision','','','2012-02-29 15:20:15','2012-02-29 20:20:15','',913,'http://casperelectronics.com/2012/02/29/913-revision/',0,'revision','',0),(915,2,'2012-02-29 18:00:53','2012-02-29 23:00:53','','EdwardsProposal',0,'','inherit','open','open','','edwardsproposal','','','2012-02-29 18:00:53','2012-02-29 23:00:53','',913,'http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal.jpg',0,'attachment','image/jpeg',0),(916,2,'2012-03-06 14:29:14','2012-03-06 19:29:14','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal2-1024x883.jpg\" alt=\"\" title=\"Print\" width=\"1024\" height=\"883\" class=\"alignnone size-large wp-image-940\" /></a></br>\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr>\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.<hr/><hr>\nRealizing this project will require:\n-Research and development of an “intelligentâ€ sound to light algorithm.\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\n-Design of a large scale interactive installation which utilizes the S2L kits. \nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \n<hr/><hr>\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.<hr/><hr>\n<strong> History</strong>\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \n<hr/><hr>\n<strong>Research and development.</strong>\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \n<hr/><hr>\n<strong>Hardware development.</strong>\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. <hr/><hr>\n<strong>Open source ethos</strong>\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-autosave','','','2012-03-06 14:29:14','2012-03-06 19:29:14','',913,'http://casperelectronics.com/2012/02/29/913-autosave/',0,'revision','',0),(917,2,'2012-02-29 15:20:38','2012-02-29 20:20:38','','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-2','','','2012-02-29 15:20:38','2012-02-29 20:20:38','',913,'http://casperelectronics.com/2012/02/29/913-revision-2/',0,'revision','',0),(918,2,'2012-02-29 18:07:51','2012-02-29 23:07:51','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal-300x258.jpg\" alt=\"\" title=\"EdwardsProposal\" width=\"300\" height=\"258\" class=\"alignnone size-medium wp-image-915\" /></a>\r\n<iframe width=\"560\" height=\"315\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em>\r\n\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.\r\n\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.       \r\n\r\n<strong>\r\nHistory</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\n\r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. \r\n\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-3','','','2012-02-29 18:07:51','2012-02-29 23:07:51','',913,'http://casperelectronics.com/2012/02/29/913-revision-3/',0,'revision','',0),(919,2,'2012-02-29 18:09:24','2012-02-29 23:09:24','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal-300x258.jpg\" alt=\"\" title=\"EdwardsProposal\" width=\"500\" height=\"375\" class=\"alignnone size-medium wp-image-915\" /></a></br>\r\n<iframe width=\"500\" height=\"280\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em></br>\r\n\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.\r\n<p>\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n</br>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.       \r\n</br>\r\n<strong>\r\nHistory</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\n\r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n</br>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n</br>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. \r\n</br>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-4','','','2012-02-29 18:09:24','2012-02-29 23:09:24','',913,'http://casperelectronics.com/2012/02/29/913-revision-4/',0,'revision','',0),(920,2,'2012-02-29 18:11:06','2012-02-29 23:11:06','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal-300x258.jpg\" alt=\"\" title=\"EdwardsProposal\" width=\"450\" height=\"340\" class=\"alignnone size-medium wp-image-915\" /></a></br>\r\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em></hr>\r\n\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.\r\n<p>\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n</hr>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.       \r\n</hr>\r\n<strong>\r\nHistory</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\n\r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n</hr>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n</hr>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. \r\n</hr>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-5','','','2012-02-29 18:11:06','2012-02-29 23:11:06','',913,'http://casperelectronics.com/2012/02/29/913-revision-5/',0,'revision','',0),(921,2,'2012-02-29 18:11:40','2012-02-29 23:11:40','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal-300x258.jpg\" alt=\"\" title=\"EdwardsProposal\" width=\"450\" height=\"340\" class=\"alignnone size-medium wp-image-915\" /></a></br>\r\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr/>\r\n\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.\r\n<p>\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n</hr>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.       \r\n</hr>\r\n<strong>\r\nHistory</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\n\r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n</hr>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n</hr>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. \r\n</hr>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-6','','','2012-02-29 18:11:40','2012-02-29 23:11:40','',913,'http://casperelectronics.com/2012/02/29/913-revision-6/',0,'revision','',0),(922,2,'2012-02-29 18:12:27','2012-02-29 23:12:27','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal-300x258.jpg\" alt=\"\" title=\"EdwardsProposal\" width=\"450\" height=\"340\" class=\"alignnone size-medium wp-image-915\" /></a></br>\r\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr/>\r\n\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.\r\n<p>\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n<hr/>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.       \r\n<hr/>\r\n<strong>\r\nHistory</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\n\r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n<hr/>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n<hr/>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. \r\n<hr/>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-7','','','2012-02-29 18:12:27','2012-02-29 23:12:27','',913,'http://casperelectronics.com/2012/02/29/913-revision-7/',0,'revision','',0),(923,2,'2012-02-29 18:13:58','2012-02-29 23:13:58','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal-300x258.jpg\" alt=\"\" title=\"EdwardsProposal\" width=\"450\" height=\"340\" class=\"alignnone size-medium wp-image-915\" /></a></br>\r\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr/>\r\n\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.\r\n\r\n\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n<hr/>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.       \r\n<hr/>\r\n<strong>\r\nHistory</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\n\r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n<hr/>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n<hr/>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. \r\n<hr/>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-8','','','2012-02-29 18:13:58','2012-02-29 23:13:58','',913,'http://casperelectronics.com/2012/02/29/913-revision-8/',0,'revision','',0),(924,2,'2012-02-29 18:14:56','2012-02-29 23:14:56','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal-300x258.jpg\" alt=\"\" title=\"EdwardsProposal\" width=\"450\" height=\"340\" class=\"alignnone size-medium wp-image-915\" /></a></br>\r\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr/>\r\n\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.\r\n\r\n\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n<hr/>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.<hr/>\r\n\r\n\r\n<strong> History</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n<hr/>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n<hr/>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. \r\n<hr/>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-9','','','2012-02-29 18:14:56','2012-02-29 23:14:56','',913,'http://casperelectronics.com/2012/02/29/913-revision-9/',0,'revision','',0),(925,2,'2012-02-29 18:15:28','2012-02-29 23:15:28','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal-300x258.jpg\" alt=\"\" title=\"EdwardsProposal\" width=\"450\" height=\"340\" class=\"alignnone size-medium wp-image-915\" /></a></br>\r\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr/>\r\n\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.\r\n\r\n\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n<hr/>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.<hr/>\r\n<strong> History</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n<hr/>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n<hr/>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. \r\n<hr/>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-10','','','2012-02-29 18:15:28','2012-02-29 23:15:28','',913,'http://casperelectronics.com/2012/02/29/913-revision-10/',0,'revision','',0),(938,2,'2012-03-06 13:26:52','2012-03-06 18:26:52','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal1.jpg\" alt=\"\" title=\"Print\" width=\"450\" height=\"250\" class=\"alignnone size-full wp-image-936\" /></a></br>\r\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr>\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.<hr/><hr>\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n<hr/><hr>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.<hr/><hr>\r\n<strong> History</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n<hr/><hr>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n<hr/><hr>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. <hr/><hr>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-12','','','2012-03-06 13:26:52','2012-03-06 18:26:52','',913,'http://casperelectronics.com/2012/03/06/913-revision-12/',0,'revision','',0),(985,2,'2012-04-29 12:45:09','2012-04-29 17:45:09','','Rungle_v1',0,'','inherit','open','open','','rungle_v1','','','2012-04-29 12:45:09','2012-04-29 17:45:09','',979,'http://casperelectronics.com/wp-content/uploads/Benjolin/Benjola/Rungle_v1.jpg',0,'attachment','image/jpeg',0),(927,2,'2012-03-04 22:43:59','2012-03-05 03:43:59','Several events coming up. \r\n<a href=\"http://empac.rpi.edu\"><img alt=\"\" src=\"http://empac.rpi.edu/graphics/residencies/750x350.jpg\" class=\"alignnone\" width=\"450\" height=\"225\" /></a>\r\n-Residency at <a href=\"http://empac.rpi.edu/\">EMPAC</a> in Troy NY with <a href=\"http://sabishafriedberg.net/about/\"> Sabisha Friedberg</a>  from <strong>March 26th - April 8th</strong>. Its going to be big and crazy. a floating subwoofer cluster, surround sound system, high tech sound gadgets. There will be a work-in-progress showing/performance on <strong>April 2nd</strong>. More info to come.\r\n\r\n-Performance and workshop at the <a href=\"http://mappingfestival.ch/2012/\">Mapping Festival</a> in Geneva <strong>May 19th</strong>. If you are in Geneva and know of fun stuff to do, drop me a line! I am also interested in finding another performance gig for May 18th. \r\n\r\n-Residency at <a href=\"http://www.perte-de-signal.org/\">Perte de Signal</a> in Montreal. The dates are still being worked out but its worth mentioning because I will be using the time and resources there to develop a new open source <a href=\"http://casperelectronics.com/finished-pieces/benjolin/modular-benjolin/\">Modular Benjolin</a> kit in the spirit of the <a href=\"http://casperelectronics.com/finished-pieces/drone-lab/drone-lab-v2/\">Drone Lab</a>. I will be putting all the plans on my site and plan on offering PCBs and possibly parts kits for sale. \r\n','EMPAC, Geneva, Montreal',0,'','publish','open','open','','empac-geneva-montreal','','\nhttp://casperelectronics.com/finished-pieces/benjolin/modular-benjolin/','2012-03-04 23:03:33','2012-03-05 04:03:33','',0,'http://casperelectronics.com/?p=927',0,'post','',0),(928,2,'2012-03-04 22:43:57','2012-03-05 03:43:57','Several events coming up. \n-I\'m doing a wild residency at <a href=\"http://empac.rpi.edu/\">EMPAC</a> in troy NY with <a href=\"http://sabishafriedberg.net/about/\"> Sabisha Friedberg</a>  from <strong>March 26th - April 8th</strong>. Its going to be big and crazy. a floating subwoofer cluster, surround sound system, high tech sound gadgets. There will be a work-in-progress showing/performance on <strong>April 2nd</strong>. More info to come.\n\n-Performance and workshop at the <a href=\"http://mappingfestival.ch/2012/\">Mapping Festival</a> in Geneva <strong>May 19th</strong>. If you are in Geneva and know of fun stuff to do, drop me a line! I am also interested in finding another performance gig for May 18th. \n\n-Residency at <a href=\"http://www.perte-de-signal.org/\">Perte de Signal</a> in Montreal. The dates are still being worked out but its worth mentioning because I will be using the time and resources there to develop a new open source <a href=\"http://casperelectronics.com/finished-pieces/benjolin/modular-benjolin/\">Modular Benjolin</a> kit in the spirit of the <a href=\"http://casperelectronics.com/finished-pieces/drone-lab/drone-lab-v2/\">Drone Lab</a>. I will be putting all the plans on my site and plan on offering PCBs and possibly parts kits for sale. \n','EMPAC, Geneva, Montreal',0,'','inherit','open','open','','927-revision','','','2012-03-04 22:43:57','2012-03-05 03:43:57','',927,'http://casperelectronics.com/2012/03/04/927-revision/',0,'revision','',0),(929,2,'2012-03-04 22:58:05','2012-03-05 03:58:05','I\'m excited to announce that I\'ve begun working on a Drone Lab step sequencer and plan on making it available in the next few months. If you have a Drone Lab and want to unlock the potential of the tremolo feature, this sequencer is for you!<a href=\"http://casperelectronics.com/wp-content/uploads/casper/boardLayout.png\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/boardLayout-300x177.png\" alt=\"\" title=\"boardLayout\" width=\"300\" height=\"177\" class=\"alignnone size-medium wp-image-930\" /></a>\r\nThere are lots of cool features on this thing but coolest one is that you can plug them into each other to make longer sequences. they can also be linked to make multiple sequence channels. I\'ll post updates as it develops!','The Drone Lab sequencer is on its way!',0,'','publish','open','open','','drone-sequencer-kit-on-its-way','','','2012-03-04 22:59:25','2012-03-05 03:59:25','',0,'http://casperelectronics.com/?p=929',0,'post','',6),(930,2,'2012-03-04 22:45:16','2012-03-05 03:45:16','','boardLayout',0,'','inherit','open','open','','boardlayout','','','2012-03-04 22:45:16','2012-03-05 03:45:16','',929,'http://casperelectronics.com/wp-content/uploads/casper/boardLayout.png',0,'attachment','image/png',0),(931,2,'2012-03-04 22:57:08','2012-03-05 03:57:08','I\'m excited to announce that I\'ve begun working on a Drone Lab step sequencer and plan on making it available in the next few months. If you have a Drone Lab and want to unlock the potential of the tremolo feature, this sequencer is for you!<a href=\"http://casperelectronics.com/wp-content/uploads/casper/boardLayout.png\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/boardLayout-300x177.png\" alt=\"\" title=\"boardLayout\" width=\"300\" height=\"177\" class=\"alignnone size-medium wp-image-930\" /></a>\nThere are lots of cool features to this thing but coolest one is that you can plug them into each other to make longer sequences. they can also be linked to make multiple linked channels of sequences. ','Drone Sequencer kit on its way!',0,'','inherit','open','open','','929-revision','','','2012-03-04 22:57:08','2012-03-05 03:57:08','',929,'http://casperelectronics.com/2012/03/04/929-revision/',0,'revision','',0),(932,2,'2012-03-04 22:58:05','2012-03-05 03:58:05','I\'m excited to announce that I\'ve begun working on a Drone Lab step sequencer and plan on making it available in the next few months. If you have a Drone Lab and want to unlock the potential of the tremolo feature, this sequencer is for you!<a href=\"http://casperelectronics.com/wp-content/uploads/casper/boardLayout.png\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/boardLayout-300x177.png\" alt=\"\" title=\"boardLayout\" width=\"300\" height=\"177\" class=\"alignnone size-medium wp-image-930\" /></a>\r\nThere are lots of cool features on this thing but coolest one is that you can plug them into each other to make longer sequences. they can also be linked to make multiple sequence channels. I\'ll post updates as it develops!','Drone Sequencer kit on its way!',0,'','inherit','open','open','','929-revision-2','','','2012-03-04 22:58:05','2012-03-05 03:58:05','',929,'http://casperelectronics.com/2012/03/04/929-revision-2/',0,'revision','',0),(933,2,'2012-03-04 22:43:59','2012-03-05 03:43:59','Several events coming up. \r\n-I\'m doing a wild residency at <a href=\"http://empac.rpi.edu/\">EMPAC</a> in troy NY with <a href=\"http://sabishafriedberg.net/about/\"> Sabisha Friedberg</a>  from <strong>March 26th - April 8th</strong>. Its going to be big and crazy. a floating subwoofer cluster, surround sound system, high tech sound gadgets. There will be a work-in-progress showing/performance on <strong>April 2nd</strong>. More info to come.\r\n\r\n-Performance and workshop at the <a href=\"http://mappingfestival.ch/2012/\">Mapping Festival</a> in Geneva <strong>May 19th</strong>. If you are in Geneva and know of fun stuff to do, drop me a line! I am also interested in finding another performance gig for May 18th. \r\n\r\n-Residency at <a href=\"http://www.perte-de-signal.org/\">Perte de Signal</a> in Montreal. The dates are still being worked out but its worth mentioning because I will be using the time and resources there to develop a new open source <a href=\"http://casperelectronics.com/finished-pieces/benjolin/modular-benjolin/\">Modular Benjolin</a> kit in the spirit of the <a href=\"http://casperelectronics.com/finished-pieces/drone-lab/drone-lab-v2/\">Drone Lab</a>. I will be putting all the plans on my site and plan on offering PCBs and possibly parts kits for sale. \r\n','EMPAC, Geneva, Montreal',0,'','inherit','open','open','','927-revision-2','','','2012-03-04 22:43:59','2012-03-05 03:43:59','',927,'http://casperelectronics.com/2012/03/04/927-revision-2/',0,'revision','',0),(934,2,'2012-03-04 23:00:18','2012-03-05 04:00:18','Several events coming up. \r\n-Residency at <a href=\"http://empac.rpi.edu/\">EMPAC</a> in Troy NY with <a href=\"http://sabishafriedberg.net/about/\"> Sabisha Friedberg</a>  from <strong>March 26th - April 8th</strong>. Its going to be big and crazy. a floating subwoofer cluster, surround sound system, high tech sound gadgets. There will be a work-in-progress showing/performance on <strong>April 2nd</strong>. More info to come.\r\n\r\n-Performance and workshop at the <a href=\"http://mappingfestival.ch/2012/\">Mapping Festival</a> in Geneva <strong>May 19th</strong>. If you are in Geneva and know of fun stuff to do, drop me a line! I am also interested in finding another performance gig for May 18th. \r\n\r\n-Residency at <a href=\"http://www.perte-de-signal.org/\">Perte de Signal</a> in Montreal. The dates are still being worked out but its worth mentioning because I will be using the time and resources there to develop a new open source <a href=\"http://casperelectronics.com/finished-pieces/benjolin/modular-benjolin/\">Modular Benjolin</a> kit in the spirit of the <a href=\"http://casperelectronics.com/finished-pieces/drone-lab/drone-lab-v2/\">Drone Lab</a>. I will be putting all the plans on my site and plan on offering PCBs and possibly parts kits for sale. \r\n','EMPAC, Geneva, Montreal',0,'','inherit','open','open','','927-revision-3','','','2012-03-04 23:00:18','2012-03-05 04:00:18','',927,'http://casperelectronics.com/2012/03/04/927-revision-3/',0,'revision','',0),(935,2,'2012-03-04 23:02:49','2012-03-05 04:02:49','Several events coming up. \r\n<img alt=\"\" src=\"http://empac.rpi.edu/graphics/residencies/750x350.jpg\" class=\"alignnone\" width=\"450\" height=\"225\" />\r\n-Residency at <a href=\"http://empac.rpi.edu/\">EMPAC</a> in Troy NY with <a href=\"http://sabishafriedberg.net/about/\"> Sabisha Friedberg</a>  from <strong>March 26th - April 8th</strong>. Its going to be big and crazy. a floating subwoofer cluster, surround sound system, high tech sound gadgets. There will be a work-in-progress showing/performance on <strong>April 2nd</strong>. More info to come.\r\n\r\n-Performance and workshop at the <a href=\"http://mappingfestival.ch/2012/\">Mapping Festival</a> in Geneva <strong>May 19th</strong>. If you are in Geneva and know of fun stuff to do, drop me a line! I am also interested in finding another performance gig for May 18th. \r\n\r\n-Residency at <a href=\"http://www.perte-de-signal.org/\">Perte de Signal</a> in Montreal. The dates are still being worked out but its worth mentioning because I will be using the time and resources there to develop a new open source <a href=\"http://casperelectronics.com/finished-pieces/benjolin/modular-benjolin/\">Modular Benjolin</a> kit in the spirit of the <a href=\"http://casperelectronics.com/finished-pieces/drone-lab/drone-lab-v2/\">Drone Lab</a>. I will be putting all the plans on my site and plan on offering PCBs and possibly parts kits for sale. \r\n','EMPAC, Geneva, Montreal',0,'','inherit','open','open','','927-revision-4','','','2012-03-04 23:02:49','2012-03-05 04:02:49','',927,'http://casperelectronics.com/2012/03/04/927-revision-4/',0,'revision','',0),(936,2,'2012-03-06 13:26:14','2012-03-06 18:26:14','','Print',0,'','inherit','open','open','','print-3','','','2012-03-06 13:26:14','2012-03-06 18:26:14','',913,'http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal1.jpg',0,'attachment','image/jpeg',0),(937,2,'2012-02-29 18:17:00','2012-02-29 23:17:00','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal-300x258.jpg\" alt=\"\" title=\"EdwardsProposal\" width=\"450\" height=\"340\" class=\"alignnone size-medium wp-image-915\" /></a></br>\r\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr>\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.<hr/><hr>\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n<hr/><hr>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.<hr/><hr>\r\n<strong> History</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n<hr/><hr>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n<hr/><hr>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. <hr/><hr>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-11','','','2012-02-29 18:17:00','2012-02-29 23:17:00','',913,'http://casperelectronics.com/2012/02/29/913-revision-11/',0,'revision','',0),(939,2,'2012-03-06 13:27:10','2012-03-06 18:27:10','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal1.jpg\" alt=\"\" title=\"Print\" width=\"450\" height=\"250\" class=\"alignnone size-full wp-image-936\" /></a></br>\r\n<iframe width=\"450\" height=\"300\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr>\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.<hr/><hr>\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n<hr/><hr>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.<hr/><hr>\r\n<strong> History</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n<hr/><hr>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n<hr/><hr>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. <hr/><hr>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-13','','','2012-03-06 13:27:10','2012-03-06 18:27:10','',913,'http://casperelectronics.com/2012/03/06/913-revision-13/',0,'revision','',0),(940,2,'2012-03-06 14:27:48','2012-03-06 19:27:48','','Print',0,'','inherit','open','open','','print-4','','','2012-03-06 14:27:48','2012-03-06 19:27:48','',913,'http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal2.jpg',0,'attachment','image/jpeg',0),(941,2,'2012-03-06 13:27:44','2012-03-06 18:27:44','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal1.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal1.jpg\" alt=\"\" title=\"Print\" width=\"450\" height=\"300\" class=\"alignnone size-full wp-image-936\" /></a></br>\r\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr>\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.<hr/><hr>\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n<hr/><hr>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.<hr/><hr>\r\n<strong> History</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n<hr/><hr>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n<hr/><hr>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. <hr/><hr>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-14','','','2012-03-06 13:27:44','2012-03-06 18:27:44','',913,'http://casperelectronics.com/2012/03/06/913-revision-14/',0,'revision','',0),(942,2,'2012-03-06 14:28:08','2012-03-06 19:28:08','<a href=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal2.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/EdwardsProposal2.jpg\" alt=\"\" title=\"Print\" width=\"450\" height=\"300\" class=\"alignnone size-full wp-image-936\" /></a></br>\r\n<iframe width=\"450\" height=\"250\" src=\"http://www.youtube.com/embed/RzW-kj36llQ?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<em>The above video is from the installation <a href=\"http://casperelectronics.com/art/specter/\">Specter</a>. This is an example of the kind of technology I would like to develop further through the IS2L project</em><hr>\r\nThe goal of the Intelligent Sound to Light Project is to develop a process which translates sound into color-changing  light with a subtlety and sophistication that mimics the cognitive process of sound perception by the human brain. This process will then be applied to an open source electronic kit and a large scale interactive installation.<hr/><hr>\r\nRealizing this project will require:\r\n-Research and development of an “intelligentâ€ sound to light algorithm.\r\n-Development and fabrication of electronic circuit and light fixture which supports the algorithm. Circuit will be designed as an easy to assemble S2L (sound to light) kit.\r\n-Design of a large scale interactive installation which utilizes the S2L kits. \r\nS2L kits will be available at the site of the installation. Assembly workshops will be organized to walk attendees through the process of building and programming the S2L kit. \r\n<hr/><hr>\r\n<strong>The need for an “intelligentâ€ sound-to-light algorithm</strong>\r\nMy goal is to design a highly nuanced, sound reactive, light control algorithm which creates a synergy between sight and sound that engages spectators on a conscious and subconscious level.  Previous experiments with sound to light instruments have shown that an intelligent interaction between the two means an increased willingness to engage on the part of the spectator.  This in turn leads to a psychological investment that transcends common levels of consciousness.    \r\nThe key to the success of this project is developing a system which “intelligentlyâ€ integrates the two stimuli. Simple sound-to-light technology has existed for several decades but suffers from a common      shortcoming. The sound to light translation is too literal and listens to sound like a machine, not like a human.  Humans do not hear literally, we hear intelligently. What we perceive as discrete sound is the product of numerous cognitive filters as well as complex physical filters. The ability to follow a single conversation in a crowded room is a substantial task which is enabled through our ability to listen intelligently. Our ability to block out monotonous machine noise or appreciate specific genres of music are all products of intelligent listening. \r\nOur perception of the world is truly what we choose it to be, whether consciously or unconsciously. A system which listens intelligently and translates that processed stimuli into visual output will be able      to create a powerful synergy between our senses. It can even be used to guide one to a previously unrealized perception of our environment and our reality. This synergy can serve as end goal which creates dramatically heightened sensory perception or can be seen as a starting point for further creative exploration and development.<hr/><hr>\r\n<strong> History</strong>\r\nI have worked extensively with interlinked sound and light systems for the past four years across several projects . Examples of this work can be seen <a href=\"http://casperelectronics.com/art/\">here</a>.\r\nI have been consistently surprised and encouraged by the level of personal interaction spectators have with these pieces.  The piece titled Specter was installed in the elevator of the Tang Museum and was the site of numerous music and dance performances and even a wedding. I would like to continue exploring the elements of these pieces that led to such personal and impassioned experiences. \r\nEach of the projects above have demonstrated the power and influence of interlinked sound and light but have all faced a similar problem. I have experimented with numerous methods of sound analysis but in each case the method is ultimately a broadly generalized imitation of how we hear. This generalization makes it possible to generate a base level relationship between sight and sound but does not allow deeper exploration of cognitive processes and potential augmentation of our perception. \r\n<hr/><hr>\r\n<strong>Research and development.</strong>\r\nThe first step in developing this piece will be to define what “intelligentâ€ sound to light translation means. In order to do this I will assemble a focus group of lighting and audio engineers. We will discuss the physics of sound and light as well as the humans perception of these stimuli independently and in concert.  \r\nThis data will be used to establish a list of functional components and variables which will define the behavior of the system. This list will inform the production of a testing unit where each of the listed variables is addressable and adjustable. \r\nThe test unit will then be used to conduct extensive human factors tests on subjects at schools and galleries throughout the north east united states. This stages will potentially last up to three months in order to collect a substantial amount of data.  \r\nThe primary goal of this study is to define the parameters of the relationship between interlinked sound and light at which point the two forms of stimuli are virtually interchangeable. Essentially meaning that with practice one can hear light and see sound.  \r\n<hr/><hr>\r\n<strong>Hardware development.</strong>\r\nOnce the core functionality and parameters of the intelligent sound to light system are defined it will be adapted to function on a discreet hardware interface. This will most likely be achieved through a mixture of analog circuitry and microprocessor based data processing. Aspects of form factor, expense and longevity all play into the design of this physical circuit.\r\nThe final product will be an easily reproduced and assembled circuit which will be made available to the public. I predict that the kits will cost approximately $20-$30 in parts. I will initially purchase a minimum of 100 units. At least 40 of these units will be assembled and used as the basis of a large scale interactive installation. The remaining units will be put together into a packaged kit which will be made available at the site of the installation. \r\nThe kits will also serve as the basis for a series of educational workshops where attendees will learn about sound and light and will assemble their own programmable device. <hr/><hr>\r\n<strong>Open source ethos</strong>\r\nAll of my work on this project, as well as the plans for building the kit and programming the microprocessor, will be freely available through my website. Independent development and collaboration will be strongly encouraged.   I will also offer building workshops when possible to guide attendees through the process of building and experimenting with the kit.\r\nNearly all of my work over the past decade has been open source. The connection I share with other excited inventors through this process has been one of the most rewarding aspects of my practice. I find the open source movement to be hugely encouraging and inspiring and am excited to be an active member of the community.\r\n','The Intelligent Sound to Light Project',0,'','inherit','open','open','','913-revision-15','','','2012-03-06 14:28:08','2012-03-06 19:28:08','',913,'http://casperelectronics.com/2012/03/06/913-revision-15/',0,'revision','',0),(943,2,'2012-02-21 00:53:03','2012-02-21 05:53:03','<a href=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/fromAbove.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/Benjolin/ModularPerformanceSynth/fromAbove.jpg\" alt=\"\" title=\"fromAbove\" width=\"450\" height=\"350\" class=\"alignnone size-full wp-image-608\" /></a>\r\n\r\n<object height=\"225\" width=\"100%\"> <param name=\"movie\" value=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fusers%2F1767281\"></param> <param name=\"allowscriptaccess\" value=\"always\"></param> <embed allowscriptaccess=\"always\" height=\"225\" src=\"http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fusers%2F1767281\" type=\"application/x-shockwave-flash\" width=\"100%\"></embed> </object>  <span><a href=\"http://soundcloud.com/casperelectronics\">Latest tracks by casperelectronics</a></span> \r\n\r\n<iframe width=\"450\" height=\"380\" src=\"http://www.youtube.com/embed/KduRVpgk1lA?rel=0\" frameborder=\"0\" allowfullscreen></iframe>\r\n<a href=\"http://casperelectronics.com/aboard-a-ship-of-fingers-and-nails/\">New album </a>on line! Free listen to and download.\r\n<a href=\"http://casperelectronics.com/aboard-a-ship-of-fingers-and-nails/\"><img src=\"http://casperelectronics.com/images/graphics/albumCover.jpg\" width=\"288\" height=\"288\" alt=\"\" title=\"\" /></a><p><p>\r\n--------------------------------------------------------------------------------------<p>\r\n<a href=\"http://www.casperelectronics.com/images/IMG_0415.JPG\"><img src=\"http://www.casperelectronics.com/images/_IMG_0415.JPG\" align=left width=\"200\" height=\"300\" alt=\"\" title=\"\"  /></a>\r\n\r\n<img src=\"http://casperelectronics.com/images/spacer.jpg\" align=left width=\"50\" height=\"300\" alt=\"\" title=\"\" />\r\n<img src=\"http://casperelectronics.com/images/graphics/_2541517169_9e2b56984c.jpg\" width=\"180\" height=\"135\" alt=\"\" title=\"\" />\r\n\r\nI\'ve always enjoyed the contrast of noise to melody, chaos to structure. I feel that these components highlight the strengths of the other and that the beauty of harmony is even greater when emerging from the din of discordant noise.<BR CLEAR=ALL><p>','Music',0,'','inherit','open','open','','444-revision-18','','','2012-02-21 00:53:03','2012-02-21 05:53:03','',444,'http://casperelectronics.com/2012/02/21/444-revision-18/',0,'revision','',0),(981,2,'2012-04-29 12:10:57','2012-04-29 17:10:57','','Print',0,'','inherit','open','open','','print-5','','','2012-04-29 12:10:57','2012-04-29 17:10:57','',979,'http://casperelectronics.com/wp-content/uploads/Benjolin/Benjola/Benjola.jpg',0,'attachment','image/jpeg',0),(948,2,'2012-03-21 14:50:32','2012-03-21 19:50:32','Check me out tonight, March 21st 8-10pm, with Ed Bear on <a href=\"http://wrpi.org/ \">RPI radio</a> at 91.5FM in Troy NY. Listen online <a href=\"http://wrpi.org/ \">here</a>.\r\n2 hours of drone, noise and electronic mayhem.','',0,'','publish','open','open','','948','','','2012-03-21 14:50:32','2012-03-21 19:50:32','',0,'http://casperelectronics.com/?p=948',0,'post','',0),(983,2,'2012-04-29 12:44:04','2012-04-29 17:44:04','','VCO_v1',0,'','inherit','open','open','','vco_v1','','','2012-04-29 12:44:04','2012-04-29 17:44:04','',979,'http://casperelectronics.com/wp-content/uploads/Benjolin/Benjola/VCO_v1.jpg',0,'attachment','image/jpeg',0),(984,2,'2012-04-29 12:44:32','2012-04-29 17:44:32','','VCF_v1',0,'','inherit','open','open','','vcf_v1','','','2012-04-29 12:44:32','2012-04-29 17:44:32','',979,'http://casperelectronics.com/wp-content/uploads/Benjolin/Benjola/VCF_v1.jpg',0,'attachment','image/jpeg',0),(1022,2,'2012-05-12 12:05:51','2012-05-12 17:05:51','Headed to Geneva on tuesday for the <a href=\"http://mappingfestival.ch/2012/en/about/\">Mapping Festival</a>.\r\n <img src=\"http://mappingfestival.ch/2012/wp-content/blogs.dir/4/gallery/mapping-2012-2012-05-10-conference-de-presse-bac/2012.05.10_BAC_CONF-PRESSE_S.Pecorini-ork.ch_B31C2193.jpg\" alt=\"\"  width=\"300\" height=\"223\" />\r\n<a href=\"http://mappingfestival.ch/2012/en/types/\">Performance</a> May 19th, 20:30, Fonderie Kugler with a very cool artist named <a href=\"http://vimeo.com/32638725\">Michael Vorfeld</a>.\r\n<a href=\"http://mappingfestival.ch/2012/en/workshops/\">Workshop</a> May 17th, 14:00-18:00, La Graviere. We will be assembling the brand new NoveDrone kit! I\'m getting the PCBs in the mail the day before I leave!(typical right?). I\'ll post schemtics, board art, videos, etc as soon as I get back. In the mean time, here\'s a <a href=\"http://www.youtube.com/watch?v=XYliYHHihzU&feature=g-upl\">teaser</a>.\r\n\r\n<a href=\"http://mappingfestival.ch/wp-content/blogs.dir/4/files/2012/04/grille_2012_FINALE.pdf\">Here\'s</a> a (really confusing) calendar of the whole event','Mapping Festival',0,'','publish','open','open','','mapping-festival','','','2012-05-12 12:09:52','2012-05-12 17:09:52','',0,'http://casperelectronics.com/?p=1022',0,'post','',0),(949,2,'2012-03-21 14:49:50','2012-03-21 19:49:50','Check me out tonight, March 21st, 8with Ed Bear on <a href=\"http://wrpi.org/ \">RPI radio</a> at 91.5FM. Or listen online <a href=\"http://wrpi.org/ \">here</a>.\n2 hours of drone, noise and electronic mayhem.','',0,'','inherit','open','open','','948-revision','','','2012-03-21 14:49:50','2012-03-21 19:49:50','',948,'http://casperelectronics.com/2012/03/21/948-revision/',0,'revision','',0),(950,2,'2012-03-28 22:04:31','2012-03-29 03:04:31','I\'ve finally made into the Japanese magazine Hardware Girls. yay! <a href=\"http://casperelectronics.com/wp-content/uploads/casper/HardwareGirls.jpg\"><img src=\"http://casperelectronics.com/wp-content/uploads/casper/HardwareGirls-300x225.jpg\" alt=\"\" title=\"HardwareGirls\" width=\"300\" height=\"225\" class=\"alignnone size-medium wp-image-952\" /></a>','Hardware Girls.... and casperelectronics',0,'','publish','open','open','','hardware-girls-and-casperelectronics','','','2012-03-28 22:04:31','2012-03-29 03:04:31','',0,'http://casperelectronics.com/?p=950',0,'post','',2),