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<title>Requiem for Flocking Orchestra</title>
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<h1>Requiem for Flocking Orchestra</h1>
<table align=right hspace=8 vspace=8 cellpadding=6>
<tr><th width=120>Sample Images<br>
<small>Click the images to see the larger ones.</small>
<tr><td><a href=RFO01-640x480.jpg><img src=RFO01-160x120.jpg></a>
<tr><td><a href=RFO02-640x480.jpg><img src=RFO02-160x120.jpg></a>
<tr><td><a href=RFO03-640x480.jpg><img src=RFO03-160x120.jpg></a>
<tr><td>&nbsp;
<tr><th width=120>Sample Movies<br>
<small>Click the frame images to see the movies.</small>
<tr><td><a href=RFO01.mp4><img src=RFOmovie1.jpg></a>
<br><small>MPEG-4, 3.8MB</small>
<tr><td><a href=RFO02.mp4><img src=RFOmovie2.jpg></a>
<br><small>MPEG-4, 3.0MB</small>
<tr><td>&nbsp;
<tr><th width=120>Download<br>
<small>Please refer to the web site of
<a href=http://www.intlab.soka.ac.jp/~unemi/1/DT1/>Flocking Orchestra</a>
to download the software that runs on MacOS X 10.3.</small>
<tr><td align=center><a href=http://www.intlab.soka.ac.jp/~unemi/1/DT1/>
<img src=DT1icon.jpg></a>
<tr><td>&nbsp;
<tr><th width=120><small>Please check the movie then you can learn
how to fold a paper crane.</small>
<tr><td><a href=PaperCrane.mp4><img src=PaperCrane.jpg></a>
<br><small>MPEG-4, 5.8MB</small>
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This is an interactive installation of a type of media art
(or digital art) besed on
<a href=http://www.intlab.soka.ac.jp/~unemi/1/DT1/>Flocking Orchestra</a>
for 60th anniversary of the end of World War II, especially for atomic bombing
in Hiroshima. We implemented this installation with our deepest hope for the world
to be peaceful.
<h2>The True Story of Sadako</h2>
This collaborative work by
<a href=http://www.ifi.unizh.ch/ailab/people/dbisig/>Daniel Bisig</a> in Switzerland and
<a href=http://www.intlab.soka.ac.jp/~unemi/>Tatsuo Unemi</a> in Japan
implements a mathematical model of flocking behavior that was developed in
artificial life research. In its current form, it is inspired by a true
story of a girl who has died from leukemia 50 years ago in Hiroshima. Her
name is Sadako. She was exposed to atomic bombing when she was two years
old. Her health was perfect during the nine years following the bombing.
But all of the sudden she had to be hospitalised during February 1955.
Lying in a hospital bed, she folding many paper cranes. According to a
Japanese legend, by folding one thousand paper cranes, one's wish becomes
true. Sadly, her own wish remained unfulfilled and her life ended 50 years
ago.
<p>
The images which texture the walls of the virtual space stem from
photographs that one  of the authors shot in 2003 at the Peace Memorial
Park in Hiroshima during a funeral ceremony of his friend. The image of
the back wall depicts the Children's Peace Monument which was established
in 1958 by school classmates of Sadako. Every year, many groups of
school students fold paper cranes and bring them to this monument where
they swear to contribute to a more peaceful world.
<p>
You can learn more about the story from the web site of
<a href=http://www.pcf.city.hiroshima.jp/frame/kids_e/index.html>
Kids Peace Station</a> organized by
<a href=http://www.pcf.city.hiroshima.jp/index_e.html>
Hiroshima Peace Memorial Museum</a>.
<h2>Technical Aspects</h2>
More than 120 moving paper cranes are displayed on the screen.
A camera is mounted on the upper edge of the screen.
It records the visitor's actions and transforms these
into input for the installation. A sequence of camera
images are analyzed in order to determine the user's motions. The flocking
cranes respond to these motions. Each agent plays a MIDI instrument. The
agent's behavior within the virtual world influences the instrument's
control. By influencing the agent's behavior, users can control the
acoustic output of the installation as if they were conducting an
orchestra.
<p>
Flocking behavior is an example of a complex phenomena that is exhibited
by animals. This phenomena forms on of the central research issues in
artificial life together with other phenomena such as evolution, growth,
learning etc. The very first simulation of flocking behavior entitled
<a href=http://www.red3d.com/cwr/boids/>BOIDS</a>
was developed by computer graphics specialist
<a href=http://www.red3d.com/cwr/>Craig Reynolds</a> in
order to create a believable animation of birds. Since then, flocking
algorithms have become a well established technique in Hollywood films.
<p>
Recent progress in computer hardware made it possible to implement
flocking based 3D animations of acceptable performance on a personal
computer. Furthermore, the availability of cheap video cameras and motion
detection solutions helped to pave the way for this installation.
<p>
In the classical BOIDS system the movement and orientation of each agent
is calculated at each simulation step. The target orientation results from
the accumulation of the following three forces: collision avoidance,
movement towards the center of gravity of neighboring agents, velocity
alignment with neighboring agents. The agent capability to turn towards
this target orientation is limited in its velocity and steering angle.
<p>
In order to make the flock respond to user interaction, we introduced a
fourth force which creates attraction towards user movements. This force
pushes the agent towards to front part of the virtual space. Each agent
possesses a limited viewing volume that extends from its position towards
the front of the screen. The agent is attracted towards the center of
movement which is perceived within it's field of view. In order to render
the effects of interaction on agent behavior more apparent, a fifth force
was introduced, which pushed the agents away from the front plane if it
doesn't perceive any user motion.
<p>
Since the inventions of the BOIDS system, several artistic applications of
flocking behavior have been developed by artists and scientists. Some of
these applications rely on flocking in order to create music. As
<a href=http://www.goldsmiths.ac.uk/departments/computing/staff/TB.html>
Tim Blackwell</a>, one of the creators of such a system, pointed out, both man
made music and flocking based music possess some similarity since they
both can produce fractal sound structures.
<p>
Our installation is capable of producing natural sounding music as well.
By adapting the configuration and types of instruments, harmonic rules and
rhythms, it can generate a wide variety of musical styles such as jazz,
rock, classic, and so on. In this particular version of the installation,
the instrumentation consists of an electric piano, and orchestra harp and
a standard drum set. The x, y, and z co-ordinates of each agent's position
map into pan, pitch, and velocity of the sound it generates. The rhythm
results from a rule set which controls when each agent is allowed to play a
note it's instrument. The current rule set assign a probability of playing
a note which is proportional to the agents velocity.
<p>
The agents are divided into two groups. One group plays melodic tones with
electric piano and orchestra harp, and the other group plays percussive
instruments. Each group forms its own flock. The two flocks interact with
each other in order to avoid on collisions. The amplitude ratio of the two
melodic instruments is proportional to the amount of motion detected. In
the absence of motion, the electric piano dominates, whereas the orchestra
harp becomes active as motion increases. In a similar way, the amplitudes
of the percussive instruments are modified. Thanks to this method, the
flock's reaction to user interaction is not only visible but also clearly
audible.
<h2>Contact</h2>
Any comment, suggestion, proposal, essay inspired, and so on are welcome.
Please send them to <a href=mailto:unemi-dt1@iss.soka.ac.jp>unemi-dt1@iss.soka.ac.jp</a>.
<hr>
<div align=right>May 25th, 2005. &copy; 2005 Tatsuo Unemi &amp; Daniel Bisig</div>
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