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Members: Yixuan Zhang, Can Huang, Li Lyu, Hefan Zhang,Xinyi Qian
Connection Test 连接测试
Tested Temp/Humid Sensor.
测试了Temp/Humid Sensor。
Issue: Data changes were detected, but the displayed value was “loudness,” and the signal variation was weak (power amplification might help).
有数据变化,但显示的值为loudness,且信号变化小(可以尝试功率放大)。
Solution: Consult GPT or reach out to Joe for further assistance.
询问GPT或者联系Joe寻求解决方案。
Visual Effects 视觉效果
img1: references for visual effect
Primarily abstract, encouraging any experimental or suitable effects (e.g., particles, organic abstract forms) to create a relaxing experience for the audience. Visuals should complement the auditory elements and are divided into two aspects:
Stable, pre-set initial image: Guides the audience’s breathing through smooth visual transitions, based on a 4:6 or 5:5 breathing pattern (undetermined)(LFO CHOP in TD can generate stable periodic signals).
Breathing-driven dynamic image: Changes according to the audience’s breathing with more noticeable variations (If the signal is weak, Math CHOP can amplify it; if unstable, Filter CHOP can smooth it).
The two types of visuals should be distinct but maintain a unified aesthetic. Considerations for color, graphical language, and transition methods between the two visuals should be explored.
1.Breath Interaction Device: A sensor is placed inside a portable/handheld container, allowing the audience to blow air in a comfortable position. (Providing cushions?)
吹气装置:将传感器放入可移动/手持的容器中,让观众以自身舒适的状态进行吹气。(提供坐垫?)
2.Main Installation: A breath-themed sculptural installation, combining plant and organ-like forms using lightweight, transparent, or semi-transparent materials to create an organic and lifelike effect. (Examples: Transparent resin + pigments for organ models; heat gun + plastic for plant-like structures.)
3.Lighting: Breathing lights / LED strips enhance the ambient atmosphere. LED strips connect the two installations or serve as decorative data lines, controlling the light variation speed (slow and smooth).
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.
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.
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.
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:
Accuracy limitations:
The temperature accuracy of the DHT11 is approximately ±1°C. The DHT11 cannot accurately detect temperature changes.
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.
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.
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).
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:
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.
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.
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:
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:
Data Collection: Microphones will be used to capture participants’ breathing sounds and extract relevant physiological data.
Audio Playback: The system will employ multiple loudspeakers, initially configured for surround sound to enhance spatial immersion.
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.
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
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.
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.
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.
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
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.
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).
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/
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.
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
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
Img1: https://www.mic.com/life/catch-the-cosmic-show-six-planets-in-a-parade(Accessed on 07 Feb 2025)
Resonance Room: https://bcaf.org.cn/Studio-Nick-Verstand(Accessed on 07 Feb 2025)
Live Performance:https://vimeo.com/893472100(Accessed on 07 Feb 2025)
https://pin.it/BUUEHwlKo (Accessed on 07 Feb 2025)
https://pin.it/2dsUibXuJ (Accessed on 07 Feb 2025)
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
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
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
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.
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.
Later Stage: We will work together on the installation (I will first find some ideas and discuss them with everyone).
Upcoming Arrangements
This week, we can conduct some experiments or collect inspirations. We will continue to advance after receiving feedback from the instructor next week.
Internal meeting once a week (based on discussions about instructor feedback) to check individual progress.
Blog: Simple documentation of thoughts and processes.(Under the Category of Sound Design/Visual Design/Meeting Notes)
I will create a task progress table (for use next week)
Submission 1 (Feb 12th): Documentation + PDF Report (including visualized processes) I will be responsible for this part.
Issues
Material Purchase / Logistics & Reimbursement (Ask Tutor Next Week)
On January 28, we had a discussion with Jules, who approved our concept and suggested that we explore multiple aspects of breathing and reflect them through interactive installations. Additionally, since we were uncertain about the role of AI in our project, we revisited its necessity. In our initial idea, AI seemed to be deliberately inserted rather than an organic component of the concept. Our team also felt that AI might not be highly relevant to our project. Therefore, we asked Jules whether AI integration was essential, and his response was negative. Based on this feedback, we decided to temporarily remove AI from our plan and continued refining our discussion accordingly.
Overview
The meeting focused on finalizing the exhibition theme, discussing the form of the installation, possible audiovisual effects, interaction modes, and team responsibilities.
1. Theme
The exhibition is centered around healing, guiding visitors to observe and regulate their breathing rhythm through an interactive installation to achieve balance and ultimately a healing effect.
Background:
Breathing is essential to life, yet often overlooked in daily routines. After experiencing COVID-19, we have realized that free breathing is not always a given. The process of rediscovering breath itself can be a therapeutic experience. This project aims to explore the ‘process of breathing’ and guide people to reconnect with the present moment, finding balance and stability through perception.
2. Installation Form
Real-Time Interactive Installation: The system will collect real-time audience data via sensors, generating dynamic visual and auditory effects. Projection screens or displays, along with speakers, will create an immersive environment.
Installation Structure: Still under design.
Data Collection
Sound Sensors: (Certain manageable data types can be selected)
Volume → Breath depth
Frequency → Breathing rate
Waveform features → Different breathing types (steady, rapid, irregular)
Duration → Breathing rhythm
Spectrum → Different breathing states (relaxed, tense)
Temperature Sensors: Detecting temperature differences between inhalation (cooler) and exhalation (warmer).
PPG Sensors (Unconfirmed):
Heart rate → Deep, slow, and rhythmic breathing can lower heart rate, promoting relaxation.
Data Processing & Presentation
Data transmission via Arduino to TouchDesigner/Max for generating real-time visuals and sound effects.
Breathing data will drive changes in sound and visual parameters.
3. Audiovisual Design
Synchronized Visuals & Music for a more therapeutic sensory experience.
Visual Concepts: Centered around themes of healing, breathing, and life.
Nature-Inspired Elements: Tree growth, blooming flowers, water ripples…
Organic Forms: Artistic representations of lungs, noses, mouths, skin, and muscles.TD Visual Reference 1