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  • Chatterbox 2021

    Author(s)
    Brown, Andrew
    Della-Bosca, Daniel
    Ferguson, John
    Harris, David
    Tate, Timothy
    Nelson, Jason
    Griffith University Author(s)
    Ferguson, John R.
    Brown, Andrew R.
    Della-Bosca, Daniel J.
    Harris, David J.
    Tate, Timothy B.
    Year published
    2021
    Metadata
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    Abstract
    Research Background: Chatterbox draws on a century-long tradition of interactive sonic devices, from Luigi Russolo’s mechanical noise machines in the early 1900s and Peter Vogel’s electronic Soundwalls in the late 1900s, to the digital work of Garth Paine, Agostino Di Scipio, and Ollie Bown. Technology-focussed sound installations are commonly located inside galleries while cutting-edge interactive instruments are often performed behind closed doors using powerful personal computers. Chatterbox is designed for public interaction in outdoor spaces, it relies on handmade electronics hardware and a low-cost miniature computer ...
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    Research Background: Chatterbox draws on a century-long tradition of interactive sonic devices, from Luigi Russolo’s mechanical noise machines in the early 1900s and Peter Vogel’s electronic Soundwalls in the late 1900s, to the digital work of Garth Paine, Agostino Di Scipio, and Ollie Bown. Technology-focussed sound installations are commonly located inside galleries while cutting-edge interactive instruments are often performed behind closed doors using powerful personal computers. Chatterbox is designed for public interaction in outdoor spaces, it relies on handmade electronics hardware and a low-cost miniature computer running bespoke software, it’s also solar-powered and weatherproof. Research Contribution: Chatterbox allows audiences to communicate with it through proximity. Chatterbox plays on the idea that voice communication is possible, even in times of social distancing, but that it can be unclear—especially when technology is involved. We are increasingly used to interacting with technology through voice ‘commands’ but this work reinforces the fact that these interactions are often awkward or misconstrued, thus revealing their artificiality. Designing and making Chatterbox involved a range of technical processes including 3D modelling, computer programming, audio editing, power management, and PCB manufacture. The project was a true integration of creative arts and science. Chatterbox is also fun and entertaining, often surprising passers-by calling out to them. Research Significance: Chatterbox was commissioned by Tourism and Events Queensland and was awarded competitive funding of $20,000. Chatterbox was premiered at the Curiocity Brisbane festival from March 12–29 2021, where over 1000 visitors a day interacted with the installation. Chatterbox was also exhibited as part of Designing Culture at the Pop Gallery in Brisbane from May 25–June 4 2021 and is currently installed in a busy thoroughfare at the Queensland College of Art.
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    Publisher URI
    http://chatterboxproject.net/
    Subject
    Digital and electronic media art
    Interactive media
    Music technology and recording
    Publication URI
    http://hdl.handle.net/10072/409819
    Collection
    • Creative works

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    • Gold Coast
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    First Peoples of Australia
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