Spider’s Canvas / Arachnodrone is inspired by the multifaceted work of artist Tomas Saraceno, specifically his work using multiple species of spiders to make sculptural webs. Different species make very different types of webs, ranging not just in size but in design and functionality. Tomas' own web sculptures are in essence collaborations with the spiders themselves, placing them sequentially over time in the same space, so that the complex, 3-dimensional sculptural web that results is in fact built by several spiders, working together.
Meanwhile, back among the humans at MIT, Isabelle Su, a Course 1 doctoral student in civil engineering, has been focusing on analyzing the structure of single-species spider webs, specifically the 'tent webs' of the cyrtophora citricola, a tropical spider of particular interest to her, Tomas, and Professor Markus Buehler. Tomas gave the department a cyrtophora spider, the department gave the spider a space (a small terrarium without glass), and she in turn built a beautiful and complex web. Isabelle then scanned it in 3D and made a virtual model. At the suggestion of Evan Ziporyn and Eran Egozy, she then ported the model into Unity, a VR/game making program, where a 'player' can move through it in numerous ways. Evan & Christine Southworth then worked with her on 'sonifying' the web and turning it into an interactive virtual instrument, effectively turning the web into a 1700-string resonating instrument, based on the proportional length of each individual piece of silk and their proximity to one another. As we move through the web (currently just with a computer trackpad, but eventually in a VR environment), we create a 'sonic biome': complex 'just intonation' chords that come in and out of earshot according to which of her strings we are closest to. That part was all done in MAX/MSP, a very flexible high level audio programming environment, which was connected with the virtual environment in Unity. Our new colleague Ian Hattwick joined the team focusing on sound design and spatialization, building an interface that allowed him the sonically 'sculpt' the sculpture in real time, changing amplitude, resonance, and other factors. During this performance at Palais de Tokyo, Isabelle toured the web - that's what the viewer sees - while Ian adjusted sounds, so in essence they were together “playing the web.” Isabelle provides a space (the virtual web) and a specific location within it (by driving through), which is what the viewer sees, from multiple angles, on the 3 scrims. The location has certain acoustic potentialities, and Ian occupies them sonically, just as a real human performer does in a real acoustic space. A rough analogy might be something like wandering through a gothic cathedral or a resonant cave, using your voice or an instrument at different volumes and on different pitches to find sonorous resonances, echoes, etc. Meanwhile, Evan and Christine are improvising with the web instrument, building on Ian's sound, with Evan on EWI (Electronic Wind Instrument) and Christine on electric guitar with EBow.
For the visuals, Southworth wanted to create the illusion that the performers were actually inside the web. We built a structure covered in sharkstooth scrim, with 3 projectors projecting in and through from 3 sides. Southworth created images using her photographs of local Lexington, MA spider webs mixed with slides of the scan of the web at MIT, and then mixed those images with the projection of the game, creating an interactive replica of Saraceno’s multi-species webs.
released June 19, 2020