simulated motion

procedural kinetics can be understood to apply to any computational depiction of physical motion. according to such a reading, it imitates physics either by simulating underlying laws (e.g. optics, acoustics) or by depicting their effects with suitable, but essentially nonrealistic, processes (e.g. raytracing, surround sound).


an acoustic installation is conceived that illustrates a virtual soundscape. the installation is realized as a simulation. it does not emit sound but indicates volume and source channel with circular segments of different radii and color.

the installation consists of a subject, four speakers in the corners of the room and an arbitrary number of virtual sound sources. the subject and the virtual sources are controlled by the user.

the speakers in the four corners of the room adjust volume and channel composition according to the subject’s location and orientation in order to imitate the effect that actual sound sources would have in place of the virtual ones.

if physical motion is considered as a template for procedural kinetics then, given enough resources, any kinetic artwork can be simulated computationally. but if procedural kinetics is only a simulation, then there is always a more real (i.e. more physical) version of it.