THE HALCYON DAYS OF YOUTH
Season, Music & Memory |
Intangible Interaction Open Call
Week 13 | 04/25/2023
Project Summary:
A machine that hopefully brings back some memories of the halcyon days of youth of the audience by simulating seasons (through wind, moisture, heat, coolth, simulation of sun, and scent) and some pieces of music. The audience will be able to walk freely in a room and feel the seasons.
Installation Venue:
Ideally, the machine will be installed in:
A gallery. Leaving the piece in the gallery can let more audiences experience it. Also, galleries are generally quieter than other public spaces.
Home. This can also be a private event. Often we can be affected by a piece of song or simple rhythm, which brings us back to some old, happy, glory, or sentimental time. That memory might be from a different season than the current one. In this case one can use this machine and sense some temperature, humidity, wind, scent and sound which are only for that certain season.
Background and Concept:
The idea comes from some of my personal experiences and memories of my childhood. I personally value those times in a very serious way. The surrounding scent, temperature, humidity, light and sound from some moments are deeply engraved in my mind. Whenever the similar temperature, humidity or music appears, I would get dragged back to some of those moments. They might already be edited by my mind, but it does not matter, as long as I think they are real.
As stated is how I got to this idea. Being able to simulate the season and treasure some memories with music being played in the background is the main context of the project.
Project Description:
The experience is ideal for one person each time.
The installation will happen in an about 20’ x 20’ room, with 15 to 20’ ceiling height. There will be equipment handed on the ceiling and placed in the corners and sides of the room.
Hardware:
1. Two tracks for heat source. These two tracks will be set up diagonally across the room to provide full coverage of lighting for the machine. One incandescent light or heat lamp will be installed on each track. The lights will be able to move to not only simulate the sun path but also produce heat, so the user standing in the middle of the room can actually feel the heat.
2. A series of pipes will be placed on the ceiling to produce mists. Due to all the electrical equipment in the system, it would not be wise to pour water as rain directly in the cube, therefore mist is chosen. The pipes are connected to a water tank which is isolated from the room. The main water pipes will be run through one of the walls and provide water to the mist pipes on the ceiling. Ultrasonic mist makers are attached to the pipes to produce mist.
3. Two fans that are placed on the side walls. The fans are located in a retractable device so the height of both fans are adjustable. These fans will produce wind, which is one of the most important factors for the simulation of seasons.
4. Aroma diffuser. A few aroma diffusers are set up on the floor. Each carries a type of scent. Different sets of combinations of scents can hopefully remind users of different seasons.
Software:
An Arduino is controlling some preprogrammed seasons and running them upon the user’s request before entering the cube and starting the experience.
Audience Interaction:
The idea is to let one be able to select the season one wants to experience before entering the machine.
Interaction Strategy:
This project is less about the interaction between the audiences and the device, but more about the interaction between the users and their memories – through the seasons and music.
Social Impact:
This project aims to change people’s emotions in either a nostalgic or happy way. It is subjective because some people might feel happy when they think about their past while some might feel sentimental. However, it does not attempt to make an impact on society in any way.
figure 1 - a prototype that shows how users interact with the fan and scent — when one gets close, the fan turns on and brings out the mist produced by an ultrasonic mist diffuser in the box.