Any views expressed within media held on this service are those of the contributors, should not be taken as approved or endorsed by the University, and do not necessarily reflect the views of the University in respect of any particular issue.

Submision 1 – Project Report

Team members & Task allocation

  • Xinyi Qian: Project Director
  • Can Huang & Li Lyu: Interaction Designer, Vlog Maker
  • Ashley Loera & Roulin Liu: Sound Designer
  • Hefan Zhang & Yixuan Zhang: Visual Designer

I. Project Brief

1. Theme: The Process of Breathing

This project aims to highlight the often-overlooked importance of breathing, transforming it into a sensory experience that fosters self-awareness, relaxation, and emotional balance. By visualizing and signifying breath in real time, the installation encourages participants to reconnect with their own breathing process, promoting mindfulness and inner stability.

·       Name : Inhale | Exhale

·       Background & Purpose

In the wake of COVID-19, where the ability to breathe freely was challenged for many, this project serves as a gentle reminder of the value of breath—not just as a biological function but as a therapeutic tool for mental and physical well-being. The interactive nature of the installation offers a calm, immersive space where individuals can explore, observe, and regulate their breath in an intuitive and stress-free way.

By fostering a deeper connection between breath, body, and environment, this project contributes to mental health awareness, encourages stress reduction, and provides an innovative approach to self-regulation and relaxation through interactive art and sound.

2. Project Content: Interactive Breathing Installation

This interactive installation visualizes the breathing process by collecting real-time breathing data from visitors using sensors. The collected data generates dynamic visual and auditory effects, allowing visitors to perceive their breath in an immersive environment created through sound and projection.

  • Breathing Guidance: Natural Approach

Participants enter the space and breathe naturally—no fixed rhythm or instructions to follow. The installation responds in real time, with visuals and sounds gently shifting based on breath patterns. Slow, deep breaths create softer lights and calming tones, while quicker breaths generate more dynamic effects. This intuitive feedback encourages relaxation and self-awareness without pressure, allowing visitors to explore their own breathing rhythm freely.

 


 

II. Concept Generation

1.Inspiration

The inspiration for this project comes from the concept of “Breath Observation”, a practice rooted in Eastern meditation traditions and widely adopted in modern psychological therapy. Breath observation is not just about noticing the rhythm of breathing; it is a method of enhancing awareness, concentration, and emotional balance by consciously engaging with one’s breath.

By focusing on natural breathing patterns, individuals can reduce stress, improve mindfulness, and cultivate a state of inner tranquillity. This principle aligns with cognitive behavioural therapy (CBT) techniques, which use breath regulation to promote emotional stability and relaxation.

In this project, breathing is transformed into a sensory experience, allowing participants to perceive, visualize, and interact with their breath through real-time audiovisual feedback.

Img1, Image Source:sdominick/E+/Getty Images

2. Case Study

  • Resonance Room– A project where the aperture changes in response to the audience’s breathing, offering an intuitive way to observe and interact with one’s breath.

  • A live performance integrating human organs and plants– The interaction between the audience and projected visuals, along with atmospheric sound design, creates a captivating and immersive experience.

To bring this concept to life, several key steps were outlined:

  • Data Collection: Gathering breathing-related data, where variations in frequency and depth could represent different mental states.
  • Data Processing: Using machine learning models to transform the collected data into visual representations.
  • Possible Outputs: Various artistic expressions, including visual, auditory, and even tactile elements, could emerge from the processed breathing data.
  • Exhibition Design: A structured exhibition space was envisioned, guiding audiences through different areas showcasing the outputs.

This initial case study laid the foundation for further exploration, with a focus on refining the technical approach.

3.Brainstorming

During our first meeting, we explored multiple ways to integrate breathing as an interactive medium, initially considering AI models, various outputs (TouchDesigner visuals, 3D printing, generative music), and a multi-zone exhibition layout.

Early Explorations:

  • AI Integration → Initially considered for data processing and generative art, but later removed due to its forced inclusion and lack of necessity.
  • Multi-Format Outputs → Explored real-time visualizations, physical forms (3D printing), and soundscapes as different expressions of breath.
  • Exhibition Zoning → Proposed three separate exhibition zones, each highlighting a different sensory aspect (visual, auditory, and tactile).

After further discussion, we decided to:

  • Remove AI and focus on a direct, real-time breath interaction for a more organic experience.
  • Unify the exhibition instead of dividing it into separate zones, ensuring a seamless, multi-sensory experience.
  • Evaluate Real-Time vs. Offline Rendering → Considered whether breath-driven visuals should be pre-rendered or generated in real-time; ultimately, we leaned toward real-time interaction for a more immersive and dynamic engagement.

These refinements allowed us to create a cohesive, sensory-rich installation, where visitors experience their breath through integrated visual, auditory, and tactile feedback rather than fragmented components.

4.Literature Research

Breathing Pattern Research

 


 

III. Prototype

1. Arduino & Sensor Test (Can & Li)

·       Initial Idea

Detection and data collection of respiratory states through sensing technology

Interpretation of respiratory states through sensors

Scenario 1: Expression of respiratory rate and state (steady, fast, irregular, relaxed, tense) through acoustic frequency.

Scenario 2: Expression of respiratory rhythm through the recording of respiratory duration.

Scenario 3 Expression of inhalation and exhalation states by detecting the temperature difference between inhalation (colder) and exhalation (hotter).

Visualisation of respiration in different states presented by comparison between the different values collected

Therefore, we plan to use:

  1. Ultrasonic sensors
  2. Temperature and humidity sensors Testing
  3. Infrared body sensors

These three initial attempts, later if the equipment conditions allow us to use pressure sensors for further data testing and analysis

 

·       Practices

https://blogs.ed.ac.uk/dmsp-process25/2025/02/06/arduino-testing/

 

·       Problems and Improvements

Temperature and Humidity Sensor DHT11: We plan to use the DHT11 temperature and humidity sensor to detect the temperature difference between human inhalation (cooler air) and exhalation (warmer air), but due to the limited accuracy and response time of the DHT11, the detection may not be sufficiently obvious and stable.

Problems:

  1. Accuracy limitations:

The temperature accuracy of the DHT11 is approximately ±1°C. The DHT11 cannot accurately detect temperature changes.

  1. Slow response time:

The data update interval of DHT11 is about 1-2 seconds. Since the temperature change of human breath is instantaneous, DHT11 will lag or fail to respond quickly to the temperature change.

  1. Influence of air movement:

The sensor detects the temperature of the surrounding air, and hot exhaled air tends to spread quickly, leading to unstable results.

Improvement.

  1. The DHT22 (AM2302) may be a better choice, with an accuracy of ±0.5°C. (NTC thermistors or MLX90614 infrared temperature sensors, which respond faster to subtle temperature changes).
  2. To reduce environmental disturbances, try placing the DHT11 in a small, confined environment (e.g. inside a short duct) to reduce the effects of air convection. Place small ducting around the sensor to direct airflow more centrally through the sensor.

———————————————————

2. Sound Design (Ashley & Ruolin)

·       Initial Idea

In our conceptualization of this installation, the sound design can be divided into three main components:

  1. Background Music: A stable, unaffected soundscape that provides an immersive meditative atmosphere. Approach may involve a variety of arrangement techniques including an automated & randomized approach, a performance, or a pre-recorded ensemble.
  2. Atmospheric Sound Effects Related to the Human Body and Meditation: Sounds will be pre-recorded or collected real time using audio input. Audio Input, collected by Ashley, will seek to correspond to bodily states and breathing rhythms and will dynamically change in response to real-time audio data to mimic and interpret the physiological process of breath. The Atmospheric Meditation Music will be recorded, arranged and interpreted by Ruolin.
  3. Sound Effects Synchronized with Visual Elements: These sounds are designed to complement the visual components of the installation and, like the atmospheric effects, will be influenced by participants’ breathing data, enhancing the interactive and immersive experience.

The installation will potentially incorporate the following sensors, including Arduino-based temperature sensors, sound sensors, and various types of microphones, to capture participants’ breathing data. These sensors will detect various parameters, such as:

– The duration of inhalation and exhalation, providing insight into breathing patterns and depth;

– The interval between breaths, capturing the natural flow of respiration;

– The temperature of exhaled air, offering individualized physiological data.

This data will be processed in real time within Max, dynamically shaping the sonic output of the installation. Elements such as reverb, frequency distribution, and timbral characteristics will be modulated based on participants’ breathing patterns, with these adjustments becoming perceptible after several breathing cycles. This approach aims to create a personalized and immersive auditory experience that responds organically to the presence and physiological state of each participant.

·       Practices

Director of Sound – Ruolin Liu: Based on our discussion, the goal of this installation is to guide participants to focus their attention on their breathing through interactive engagement. To support this objective, I have selected previously recorded meditation-related audio materials featuring instruments such as singing bowls, gongs, and shakers, which contribute to a stable and immersive soundscape.  Here is the link of the samples:

🎵https://uoe-my.sharepoint.com/:f:/g/personal/s2704842_ed_ac_uk/ElfzNEbs9bNHoibQeSdXCBABx8M9X7JolhIARKDgCyCqng?e=C8s5Pv 🎵

 

 

Director of Sound – Ashley Loera: Based on our group discussions, a portion of this installation will include a real-time interactive abstract manipulation of sound to emulate the process of breath and fusing this abstract manipulation into the meditative music as an aim to bring the listener and viewer’s attention to the present moment. This will be accomplished by manipulating audio input in MAX MSP to alternate between various sound FX manipulations (including filter, reverb, delay, frequency shift, etc) over time.

Please see the following Blog to see an in-depth analysis of this approach and a list of references:

🎵https://blogs.ed.ac.uk/dmsp-process25/2025/02/11/sound-design-max-msp-approaches-ideas-and-sources-for-project-proposal-ashley-loera/🎵

🎵DMSP_AudioInput_S2752439 (1)

Recorded Audio Materials

– Reference for Synchronization of Sound and Visual Elements: https://www.youtube.com/watch?v=T7F9RmOAno4

Audio System Requirements

  1. Data Collection: Microphones will be used to capture participants’ breathing sounds and extract relevant physiological data.
  2. Audio Playback: The system will employ multiple loudspeakers, initially configured for surround sound to enhance spatial immersion.
  3. Real-Time Audio Processing: MAX will process the collected data in real time, enabling live audio looping and synchronization with visual elements to create a more interactive and immersive experience.

Problems and Improvements

·       Problems and Improvements

It remains uncertain whether the audio variations can be fully realized within the duration of participants’ breathing cycles and overall visit time. Further testing and optimization of the sound design are necessary to ensure that the auditory changes align with the pacing of the participants’ experience.

Additionally, a greater variety of audio materials that correspond with the visual elements is required to enhance the coherence between auditory and visual stimuli. This necessitates a careful selection and design of sounds that complement the visual components, creating a more unified and immersive sensory experience.

 


 

3. TD Visual Design (Hefan & Yixuan)

·       Initial Idea

Our initial design idea revolves around creating an immersive, interactive experience that connects the audience’s breathing patterns to dynamic visual effects generated in Touch Designer.

We plan to use Arduino to collect real-time data from the audience’s breathing, such as breath rate and depth. This data will then be transmitted to Touch Designer, where it will drive the visual output. The key idea is to reflect the state of the audience’s breathing in the visuals:

When the breathing is uneven or erratic, the visuals will respond with intense fluctuations, distortion, and a lack of clarity. This could manifest as chaotic particle movements, blurred shapes, or rapidly shifting colors, symbolizing instability and tension.

As the breathing becomes steadier and more controlled, the visuals will gradually transition into a calm, clear, and harmonious state. The shapes will become more defined, the movements more rhythmic, and the colors more cohesive, representing balance and tranquility.

The goal is to create a direct connection between the audience’s physical state and the visual narrative, making the experience deeply personal and engaging. By interacting with the installation, the audience becomes an active participant in shaping the visual outcome, emphasizing the theme of “breathing” as both a physical and metaphorical journey.

Another concept introduced is this: Plants release oxygen through photosynthesis, while humans absorb oxygen through respiration, creating a natural energy exchange. By allowing “flowers” to bloom or wither in response to the audience’s breathing, the installation serves as a visual meditation aid. In psychology and meditation practices, breath regulation is commonly used to relax the nervous system. This artwork enables viewers to influence the form of digital flowers by adjusting their own breathing, thereby achieving a deeper state of relaxation.

·       Practices

Yixuan:

Progress on Touch Designer Effects — Troubleshooting and New Discoveries

Progress on Touch Designer Effects — Fist Attempt

Hefan:

The process of inspiration gathering

Flower movement experiment

·       Problems and Improvements

As we continue developing our interactive breathing visualization project, we’ve made some progress but also encountered a few challenges that need to be addressed.

Current Issues

  1. Uncertainty in Selecting TD Visual Subject and Material
    While we’ve successfully created some dynamic visual effects in Touch Designer, we’re still unsure about the choice of the main visual subject and its material. For example, should the visuals be abstract shapes, organic forms, or representational imagery like lungs or waves? Additionally, we need to decide on the texture and style of the visuals—should they be sleek and digital, or more organic and textured? This decision is crucial as it will define the overall aesthetic and emotional impact of the project.
  2. Lack of Arduino Integration Testing
    Another major challenge is that we haven’t yet tested the connection between Arduino and Touch Designer. While we’ve conceptualized how the breathing data will drive the visuals, we haven’t verified whether the data transmission works seamlessly or how the visuals will respond in real-time. This is a critical step that needs to be addressed to ensure the interactivity of the installation.
  3. Visuals Not Aligning with Breathing Data

The visuals in Touch Designer may not respond intuitively or dynamically to the breathing data, making the interaction feel disconnected or unnatural.

  1. Technical Limitations in Touch Designer

Complex visual effects in Touch Designer may cause performance issues, such as lag or crashes, especially when processing real-time data.

 

Planned Improvements

  1. To resolve the issue of selecting the visual subject and material, we plan to:
  • Conduct a team brainstorming session to gather ideas and align them in a visual direction that best represents the “breathing” theme.
  • Create multiple prototypes in Touch Designer with different subjects (e.g., abstract particles, organic shapes, or symbolic imagery) and materials (e.g., smooth gradients, textured surfaces, or dynamic lighting).
  • Test these prototypes with a small audience to gather feedback on which visuals resonate most effectively with the theme and evoke the desired emotional response.
  1. To address the lack of Arduino integration testing, we will:
  • Collaborate with the Arduino team to set up a basic data transmission pipeline, ensuring that breathing data (e.g., breath rate, depth) can be sent to Touch Designer in real-time.
  • Develop a simple test environment in Touch Designer to visualize the incoming data and adjust parameters accordingly.
  • Experiment with different mapping strategies to determine how variations in breathing data (e.g., erratic vs. steady) can best translate into visual changes (e.g., chaotic vs. calm visuals).
  1. To improve visualisation inconsistency with respiratory data, we should:ap the breathing data to specific visual parameters (e.g., noise scale, prticle speed, or color gradients) in a way that reflects the intensity and rhythm of the breath.
  • Map the breathing data to specific visual parameters (e.g., noise scale, particle speed, or color gradients) in a way that reflects the intensity and rhythm of the breath.
  • Create multiple mapping prototypes and test them with real breathing data to find the most effective and engaging response.
  • Use smoothing algorithms to ensure the visuals transition smoothly between states (e.g., erratic to calm).

 


 

4. Initial idea for Installation (Xinyi)

·       Initial Idea

Inspired by works like Vicious Circular Breathing and Last Breath, this installation explores breath visualization, initially designed as a tree-like structure of transparent tubes where participants would breathe through masks, sending air into a central lung- or heart-shaped container. The aim was to reflect on airflow, restriction, and preservation, especially in the context of the pandemic. After discussions with Philly, key refinements were made: replacing masks with a more open interaction method to enhance comfort and placing sensors closer to the breathing source for improved data accuracy while maintaining the visual representation of airflow.

Initial idea in detail: https://blogs.ed.ac.uk/dmsp-process25/2025/02/08/initial-inspiration-for-installation-with-fb/

 

·       Practices

Experiment of Installation with FB

·        Problems and Improvements

After receiving feedback from the tutor, I realized that the current height of the installation requires participants to bend down, which might cause discomfort and interfere with the intended meditative experience.

To improve this, I plan to lower the installation so that users can interact in a more relaxed, natural posture without needing to lean forward. Additionally, incorporating cushions or a seated area could encourage a more immersive engagement, allowing participants to fully focus on their breath and the interactive visuals. This adjustment not only enhances comfort but also aligns with the installation’s theme of breath awareness and mindfulness, creating a space where users can feel at ease both physically and mentally.

 


 

IV. Challenge

Potential Issues & Challenges (Li Lyu, Can Huang)

1.Data Latency: Is the real-time availability of sensor data sufficient? Is there a need to optimise data transfer?

Optimisation: Use faster sensors and low latency wireless communication (ESP32 / BLE).

2.Environmental Interference:Does external noise, air movement affect sensor readings?

Optimisation: Use more accurate sensors and optimise airflow monitoring locations within the unit.

3.Interaction Intuitiveness: Can the audience quickly understand the interaction? Do they need guidance?

Optimisation: Provide easy visual guidance, such as on-screen instructions or audio feedback.

4.Visual & Audio Synchronisation:

Is the data transfer fast enough to ensure synchronisation of visual & audio feedback?

OPTIMISE: Use TouchDesigner’s MIDI & OSC for data mapping to improve responsiveness.

V. Other Preparations

·       Timetable

Timetable

 

VI. Appendix

·       Web

  1. https://youtu.be/WS2Ww6zYgJw?si=WEciGTxVPYVflYVt
  2. https://youtu.be/qLebV9rjqb4?si=SHn13N4ogxACea1D
  3. https://youtu.be/NuIShUTg3nI?si=wpbzgs0xKmoLTals
  4. https://b23.tv/vSqo235

 

·       Article

  1. Jerath, R., Crawford, M. W., Barnes, V. A., & Harden, K. (2015). Self-Regulation of Breathing as a Primary Treatment for Anxiety. Applied Psychophysiology and Biofeedback, 40, 107–115. DOI: 1007/s10484-015-9279-8
  2. Zaccaro, A., Piarulli, A., Laurino, M., Garbella, E., Menicucci, D., Neri, B., & Gemignani, A. (2018). How Breath-Control Can Change Your Life: A Systematic Review on Psycho-Physiological Correlates of Slow Breathing. Frontiers in Human Neuroscience, 12:353. DOI: 3389/fnhum.2018.00353

·       Image

  1. Img1: https://www.mic.com/life/catch-the-cosmic-show-six-planets-in-a-parade(Accessed on 07 Feb 2025)
  2. Resonance Room: https://bcaf.org.cn/Studio-Nick-Verstand(Accessed on 07 Feb 2025)
  3. Live Performance:https://vimeo.com/893472100(Accessed on 07 Feb 2025)
  4. https://pin.it/BUUEHwlKo (Accessed on 07 Feb 2025)
  5. https://pin.it/2dsUibXuJ (Accessed on 07 Feb 2025)

 

Timetable

Timetable  时间表

Week 1(Jan 13-19): Understanding the Topic对主题进行理解


Week 2(Jan 20-26): Brainstorming
头脑风暴


Week 3(Jan 27-Feb 02): Finalizing Project Topic, Task Distribution & Initial Exploration
确定项目主题&分工&初步探索

Week 4(Feb 03-Feb 09): Practical Work on Sensors, Visuals & Sound

传感器&视觉&声音部分的实践

  • Arduino – Feasibility testing of the sensor system (Li & Can)
    Arduino
    传感器系统测试可行性
  • TouchDesigner – Visual experiments (Hefan & Yixuan)
    TouchDesigner
    进行视觉实验
  • Max MSP – Sound experiments (Roulin & Ashley)
    Max MSP
    进行声音实验
  • Digital Brochure 数字宣传册  (Xinyi)

Week 5(Feb 10-Feb 16): dentifying Issues & Improvements, 1st Submission问题&改进, 第一次提交

  • Reflect on issues in each part and propose improvements (All)
    反思各部分存在的问题,提出改进方案
  • Prototype development & Proposal writing (All)
  • Installation sketch 装置示意图 (Optional) —microphone? hospital?

Flex Week (Feb 17-Feb 23): In-depth Research on Each Part, Initial Exploration of Installation, and Venue Confirmation

项目各部分的深入研究&装置初步探索&场地确定

Week 6(Feb 24-Mar 02):  Initial Integration of Visuals & Sound, Installation Design,Spatial Design

视觉和声音的初步整合&装置设计&空间设计

Week 7(Mar03-Mar 09): Parallel Progress on All Parts

项目各个部分的同步推进

Weeks 8(Mar10-Mar 16): Project Integration & Indoor Testing

项目整合&室内测试

Weeks 9(Mar17-Mar 23): Project Adjustments & Equipment Rental

项目调整&设备租赁

  • Final adjustments to the project 项目最终调整(All)
  • Equipment rental设备租赁(Ruolin&Xinyi)

Week 10(Mar24-Mar 30): Final Adjustments, Exhibition Preparation & Installation Setup

最终调整&展览准备&搭建装置

  • Assemble the final version of the installation, set up projection, lighting, and physical structure
    组装最终版装置,安装投影、灯光、物理结构
  • Conduct real-environment testing, adjust audio-visual synchronization
    进行真实环境测试,调整音频和视觉同步性
  • Record test feedback and make final adjustments
    记录测试反馈,进行最终调整

Week 11(Mar 31-Apr 06): Exhibition, Video Shooting & Editing

展览、视频拍摄&编辑

  • Exhibition, Presentation & Collecting User Feedback (All)
    展示与讲解&记录用户反馈
  • On-duty tasks & Video Shooting (All)
    值班&视频拍摄
  • Video Shooting & Editing
    视频拍摄&视频编辑

 

Week 12(Apr 07-Apr 13): Submission2

  • Critically reflect and analyze the strengths and weaknesses of the project (All)
    批判性地反思,分析项目的优缺点

Breathing Pattern Research

After studying the research of Ravinder Jerath et al. (2015) and Andrea Zaccaro et al. (2018), we found that slow breathing has a strong impact on emotions and the nervous system. Both studies show that breathing at a controlled pace can reduce stress, lower anxiety, and improve relaxation by activating the body’s natural calming system (the parasympathetic nervous system).

Their research highlights that breathing at 5.5–6 breaths per minute improves heart rate variability (HRV), strengthens the connection between the heart and lungs (cardiorespiratory synchronization), and increases alpha brain waves, which are linked to relaxation and focus. This breathing rate also lowers stress hormones (cortisol) and helps regulate emotions more effectively. Additionally, the studies suggest that the inhale-exhale ratio plays a crucial role in optimizing these benefits.

  • 4:6 ratio (4 seconds inhale, 6 seconds exhale) → Best for deep relaxation and anxiety reduction.
  • 5:5 ratio (5 seconds inhale, 5 seconds exhale) → Balanced autonomic function and improved emotional stability.
  • A longer exhale activates the vagus nerve, further enhancing the body’s relaxation response.

Based on these findings, we decided to guide breathing in our interactive installation at 5.5–6 breaths per minute with an emphasis on a 4:6 inhale-exhale ratio for deeper relaxation. By using visual, sound, and biofeedback cues, the installation will help participants naturally slow down their breathing, creating a calming and immersive experience that supports mental well-being.

Bibliography
  1. Jerath, R., Crawford, M. W., Barnes, V. A., & Harden, K. (2015). Self-Regulation of Breathing as a Primary Treatment for Anxiety. Applied Psychophysiology and Biofeedback, 40, 107–115. DOI: 1007/s10484-015-9279-8
  2. Zaccaro, A., Piarulli, A., Laurino, M., Garbella, E., Menicucci, D., Neri, B., & Gemignani, A. (2018). How Breath-Control Can Change Your Life: A Systematic Review on Psycho-Physiological Correlates of Slow Breathing. Frontiers in Human Neuroscience, 12:353. DOI: 3389/fnhum.2018.00353

The process of inspiration gathering

At the initial stage of conception, we aimed to explore the fundamental life activity of ‘breathing.’ I envisioned using particle diffusion as a metaphor for breath, where each exhale disperses tiny particles into the air, just as the wind carries seeds or pollen. This dynamic interaction visually represents the invisible flow of energy between humans and nature, making the act of breathing more tangible and immersive. Breathing is not only an essential physiological process for human survival but also plays a crucial role in psychological regulation and meditation practices. As my thoughts expanded, I began to consider the connection between breathing and nature.

Plants release oxygen through photosynthesis, while humans absorb oxygen through breathing, forming a delicate symbiotic relationship within nature. This led me to wonder whether this invisible exchange could be visualized, allowing the audience to intuitively perceive the connection between humans and nature. From this idea, I developed the concept of creating an interactive art piece where ‘flowers’ bloom or wither in response to the viewer’s breath. Flowers, as symbols of vitality in nature, are both fragile and full of life, sharing a rhythmic quality with human existence. Through digital technology, the viewer’s breathing patterns can be captured and transformed into visual changes, directly influencing the shape of virtual flowers.

In psychology and meditation, breath regulation is a common relaxation technique that effectively influences the nervous system, helping individuals achieve a state of calmness. Thus, I hope this artwork is not only an artistic expression but also a meditation aid. By adjusting their breathing, viewers can observe the transformation of flowers, becoming more aware of their own breath and achieving deeper relaxation.

The core of this concept is to enhance the viewer’s awareness of their breathing through interactive experiences while visually providing a soothing and healing atmosphere. It is not just a fusion of art and technology but also an exploration of the relationship between humans and nature, as well as between body and mind.

 

Experiment of Installation with FB

After modifying the interaction method, I began preliminary form simulations in C4D (Cinema 4D) to better understand the overall structure and spatial composition of the installation.

I retained the tree-like structure of transparent tubes but refined the interaction process. Instead of participants directly breathing into the tube, which raised concerns about comfort and hygiene, I adjusted the design so that they would use their hands as a connection medium, touching the tube to transmit their breath indirectly.

During the modeling process, I explored various shapes for the central container, including lungs, a heart, and more abstract organic forms, to determine which best represents the visualization of breath.

Currently, the C4D simulations have given me a clearer understanding of the installation’s overall form and interactive logic. Moving forward, I will continue to explore material feasibility and test different sensor placements to further optimize the interaction experience.

Feedback:

Problem: The current installation height requires participants to bend down to interact, which may create discomfort and disrupt the immersive, meditative experience.

Improvement: Lowering the installation allows participants to engage in a more natural and relaxed posture. Adding cushions or seating elements can further enhance comfort, encouraging a deeper, more contemplative interaction with the piece.

Sound Design – Max/MSP Approaches, Ideas and Sources for Project Proposal (Ashley Loera)

Dates of Development | February 11, 2025

Sound Design Director | Max MSP: Ashley Loera

Over the past week I have had the opportunity of diving into ideas and references of possible approaches to real-time audio manipulation on Max/MSP using the following techniques: 

  • Audio Filtering
  • Reverb
  • Delay
  • Frequency Shift
  • Audio to Granular Synthesis

Considered Audio Input Hardware:

  • Contact Microphones
  • DPA Microphone
  • Condenser Microphone

Based on our group discussions, a portion of this installation will include a real-time interactive abstract manipulation of sound to emulate the process of breath. It is my creative aim to fuse this abstract manipulation of audio input into the meditative music (directed by Director of Sound, Ruolin Liu) as a sonic approach to bring the listener’s attention to the present moment. 

As shown below, I have begun the process by mapping out the input information of the Input Audio using my Laptop Microphone.

Please see the real time audio visual representation of Audio Input information in the screen recording below:

DMSP_AudioInput_S2752439

Possible Problems to consider as I approach this Max patch:

  1. The audio input data may be jolt dramatically and quickly. My approach to combat “jittery” input data would be to smooth out the information using “line~” to ensure the flow of data is not jolting dramatically and can be mapped smoothly over time.
  2. Contact Microphone may be sensitive and susceptible to unnecessary sound (i.e. clothing interfering with intended audio input – heartbeat). I will practice using this microphone in my Max patch and will return with my findings and solutions.

As I develop this Max Patch, I will refer to the following list of Tutorials.

Max/MSP Tutorials: 

Audio Input: 

Max/MSP – Microphone_Analysis

https://www.youtube.com/watch?v=oUi9UYW8cKY

Granular Synthesis: 

Building a Synthesizer, part 1: Oscillators 

https://www.youtube.com/watch?v=ax4n8fGoWIo

MC in Max/MSP | 03 – Granular Synthesizer Part One 

https://www.youtube.com/watch?v=YnROTQAQW_I 

Vector Synthesis Basics – Max/MSP Tutorial 

https://www.youtube.com/watch?v=4s6gYLZ11jk 

Sound Filtering: 

Max/MSP – Sound-Filtering 

https://www.youtube.com/watch?v=eoVXY5_qCwY

Initial Inspiration for Sound Design

Based on our discussion, I have selected some of my recorded meditation-related audio. These melodies are very stable and can help visitors focus on their breathing process. They may serve as a steady background sound or as a reference for variations.  

https://uoe-my.sharepoint.com/:f:/g/personal/s2704842_ed_ac_uk/ElfzNEbs9bNHoibQeSdXCBABx8M9X7JolhIARKDgCyCqng?e=tsOtDl

 

Areas for improvement:  

– Collaborate with the TD team to record audio materials that align with the visual elements.  

– Develop a Max patcher to define how the breathing process influences the audio, such as changes in EQ.  

– Work with the Arduino team to test how the collected data affects the Max output.  

Progress on Touch Designer Effects — Troubleshooting and New Discoveries

Since the last blog posting, my work has been mostly troubleshooting, experimenting, and making some interesting outcomes. Here are the details of my work:

Solving the Image Display Issue

As I mentioned in my last post, my initial attempt to create a visual effect using the Geometry COMP failed because no image was appearing. To address this, I first updated Touch Designer to the latest version, thinking that the issue might be related to software compatibility. After the update, I carefully reviewed my setup and discovered that some buttons in the Add SOP operator weren’t activated. Once I fixed this, the image finally appeared!

However, the shape of the image wasn’t what I had envisioned. Instead of a smooth, circular form, it appeared as a hyperbola-like shape. This was a bit unexpected, and I realized I need to adjust the parameters further to achieve the desired circular effect. I’ll continue tweaking the settings to align the visuals with our project’s theme.

Outcome: Dynamic Circle Effect

While troubleshooting the hyperbola issue, I decided to explore other approaches. I successfully created a dynamic circle effect that responds to parameter adjustments. By manipulating the Noise parameters, I was able to generate various transformations, such as pulsating and morphing shapes, which could beautifully represent the concept of breathing. Additionally, I experimented with the Ramp tool to introduce color transitions, adding another layer of visual interest to the effect.

This dynamic circle effect feels like a significant step forward, and I’m excited about its potential. It’s versatile and can be adapted to different datas or stages of our project, depending on the adjustments we make.

Next Steps

1. Discuss Visual Aesthetics with the Group: During our next class, I’ll share my experiments with the team and gather feedback on which visual effects best align with our project’s vision. It’s important that my work complements the overall design and narrative.

2. Coordinate with Hefan: I’ll have a detailed discussion with Hefan to clarify our roles and responsibilities moving forward. We’ll need to decide how to divide tasks effectively to ensure a cohesive final product.

3. Collaborate with the Arduino Team: I’ll also connect with the team members working on the Arduino sensors to explore how we can integrate their data into Touch Designer. This could involve using sensor inputs to drive visual changes, creating a more interactive and immersive experience.

Progress on Touch Designer Effects — Fist Attempt

Initial Research and Inspiration

To kick things off, I spent time researching references and case studies on YouTube and Pinterest. These platforms provided a wealth of inspiration, showcasing how others have used Touch Designer to create dynamic and fancy visuals. I found some fascinating examples of fluid simulations, organic animations, and particle systems that resonated with the concept of breathing. These references helped me conceptualize how we might translate the theme into a visual experience.

First Unsuccessful Attempt

My first attempts were based on a YouTube tutorial on creating dynamic visual effects with Touch Designer. However, I ran into an issue where the Geometry COMP wasn’t rendering any visuals, despite following the steps correctly. I’m still troubleshooting this problem, which might be related to the setup of the operators or the version of Touch Designer. I’ll continue to debug this and consult tutorials or forums to resolve the issue. While this was a setback, it was a valuable learning experience that highlighted the importance of understanding the intricacies of Touch Designer’s workflow.


Success: Particle Effect (life.tox)

Despite the initial hiccup, I managed to create a particle effect, which involves particles that continuously generate and disappear, creating a sense of movement. I named this file life. tox, as it felt like a fitting representation of the cyclical nature of breath and existence. This effect could be an addition or chop to our final project, perhaps as a background element or a transitional animation. I’ll refine it further to better align with our overall aesthetic.

Experimenting with Visual Distortion

In addition to the particle effect, I experimented with applying Touch Designer’s distortion and color manipulation tools to an image of a lung. I created a series of effects where the lung image shifts in color and warps in shape. But I haven’t figured out how to make it mimic the rhythmic expansion and contraction of breathing. While these experiments are still in their early stages, they’ve given me a clearer idea of how we can visually represent the theme. I’m particularly excited about the potential of combining these effects with audio or sensor data to create a more immersive experience.

Next Step
  1. Resolve the issue with the Geometry COMP to achieve the desired visual effect.

  2. Refine the life. tox particle effect and explore how it can integrate with other elements of the project.

  3. Expand on the lung image experiments and fine how it can mimic the rhythm of breathing expansion and contraction

  4. Collaborate with the team to ensure my visuals align with the overall direction of the project.

Initial Inspiration for Installation with FB

Overview: My initial idea , case study and Philly’s feedback

In the post-pandemic era, we have begun to reevaluate the significance of breathing. It is not only a fundamental condition for survival but also a means of regulating the body and mind, an invisible connection between individuals and the world. The pandemic forced us to experience a time when breathing was restricted, and air was perceived as something to be cautious about. Now, have we truly learned to coexist with our own breath?

This installation aims to visualize the act of breathing, transforming it into a therapeutic experience. It guides participants to focus on their own rhythm, perceive the flow of air within their bodies and the surrounding space, and return to a state of inner calm.

Case Study

“Vicious Circular Breathing” — This artwork forces participants to breathe in their own exhaled air, creating a sense of tension and suffocation, emphasizing the restriction and anxiety associated with breath.
My reflection: How can I reverse this effect, making breath feel light and free rather than heavy and oppressive?

“Last Breath” — This work records and stores a person’s final breath, giving breath a sense of time and life’s significance.
My reflection: Can breath be more than just a record of the past? Can it become a way to experience the present, allowing the audience to find healing through their own breathing?

当呼吸可以言语(When Breathing Becomes Language)” — This piece transforms breathing into a form of communication, stripping away the complexity of language and returning to a fundamental, bodily mode of interaction.
My reflection: If breath can connect people, can it also serve as a tool for self-regulation, relaxation, and meditation?

My Idea: A Tree Formed by Transparent Tubes

Interactive Experience

  • Participants wear a mask, which connects to the installation’s tubes.
  • Their breath travels along the transparent tubes, ultimately converging in a central container, possibly shaped like lungs or a heart, symbolizing life and connection.
  • Sensors track the airflow and convert the data into visual and auditory feedback, making the act of breathing visible, audible, and tangible. 

Feedback

During our discussion, Philly provided several key insights and suggestions, which deepened my understanding of the installation’s details:

 The Use of Masks

  • Incorporating masks in the installation effectively evokes memories of restricted breathing during the pandemic, but it may also cause discomfort or limit the participant’s sense of freedom, potentially disrupting the calming experience.
  • Suggestion: Consider a replaceable design or an alternative microphone-like device that allows participants to interact more naturally without fully wearing a mask.

Optimizing the Sensor Placement

  • In the current design, air travels through the tubes into the central container before being detected by the sensors, which may cause data loss and reduce accuracy.
  • Suggestion: Place the sensors closer to the participant’s breathing source, such as at the entrance of the tube, to directly capture variations in breath while still preserving the airflow visualization effect.

Balancing the Atmosphere & Theme

  • If the installation aims to create a therapeutic and relaxing experience, an excessive use of medical-like elements (e.g., tubes and masks) might evoke a sense of restriction rather than relaxation.
  • Reflection: Clarify whether the installation is more focused on immersive healing or if it carries a critical perspective on medical environments.
  • Potential Adjustments: Use lighting, sound, and material choices to create a softer and more inviting atmosphere, ensuring that participants feel a sense of calm rather than an association with medical settings.
css.php

Report this page

To report inappropriate content on this page, please use the form below. Upon receiving your report, we will be in touch as per the Take Down Policy of the service.

Please note that personal data collected through this form is used and stored for the purposes of processing this report and communication with you.

If you are unable to report a concern about content via this form please contact the Service Owner.

Please enter an email address you wish to be contacted on. Please describe the unacceptable content in sufficient detail to allow us to locate it, and why you consider it to be unacceptable.
By submitting this report, you accept that it is accurate and that fraudulent or nuisance complaints may result in action by the University.

  Cancel