LocaleS3 is a collection of compositions created by Michelle Jaffé, Phil Edelstein & David Reeder arranged in specific locations discoverable by visitors to Nolan House. The artists present a number of audio compositions, placing / mapping a mosaic and library of sounds to locations in the rooms at the resolution of a few inches of sound into specific locations. Visitors wear location tracking headphones which determine their position. Leveraging the system from NousSonic (https://www.nousdigital.net) which incorporates Ultra Wide Band triangulation technology, visitors hear specific sonic movements in virtual shapes, as they traverse the space. These shapes are the sonic field of discovery. Each scene contains portals at specific locations that switch the visitor from one artist composition to another. According to their own curiosity, each visitor will walk a different path, passing through one sound shape to another. In this way, visitors become co-creators of the composition according to how they navigate the space. The more attentive the exploration, the richer and deeper the sculptural sonic experience will be.
LocaleS3 is a project that explores sound perception with multiple spatial and kinetic interactions like movements, locations, directions, and integrates virtual/physical sound objects. Multiple hardware/software explorations will be included in the project in collaboration with the NousDigitalNousSonic system to localize the audience. Permutations in space and sound will create an audio-spatial world for the audiences to experience.
Jaffé/Edelstein/Reeder bring together intersecting interests & complementary skills in software, concept, experience. Interdisciplinary artist Michelle Jaffé creates immersive sculpture, sound and video installations that prompt active listening and present complex experiential propositions. She works with sound to expand sculptural experience, as a gestalt to forge new neural connections, by engaging mind, body & limbic brain simultaneously. For Edelstein, this collaboration is an opportunity to realize a long-held imagination of software defined high gradient localized sound in space. Reeder engages the interplay between big, immersive audio sound (a modern Wall of Sound) and the delicate nature of individual narratives in a pure audio environment. Aided by software intelligence, sound objects can discover and interact with mobile human listeners via human-like gestures or qualities. Sound objects may be composed, per se, or represent data fields of actual phenomena in the real world.




