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Citation: Dannenberg, R.B.; Sastre, J.;
Scarani, S.; Lloret, N.; Carrascosa, E.
Mobile Devices and Sensors for an
Educational Multimedia Opera
Project. Sensors 2023,23, 4378.
https://doi.org/10.3390/s23094378
Academic Editor: Yasuhisa Omura
Received: 15 March 2023
Revised: 13 April 2023
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Published: 28 April 2023
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sensors
Article
Mobile Devices and Sensors for an Educational Multimedia
Opera Project
Roger B. Dannenberg 1, Jorge Sastre 2, * , Stefano Scarani 3, Nuria Lloret 4and Elizabeth Carrascosa 5
1Department of Computer Science, Carnegie Mellon University, Pittsburgh, PA 15213, USA
2Institute of Telecommunications and Multimedia Applications, Universitat Politècnica de València,
46022 Valencia, Spain
3Department of Sculpture, Universitat Politècnica de València, 46022 Valencia, Spain
4Institute of Design and Manufacturing, Universitat Politècnica de València, 46022 Valencia, Spain
5Faculty of Education, Universitat de València, 46022 Valencia, Spain
*Correspondence: jsastrem@upv.es; Tel.: +34-963879719
Abstract:
Interactive computer-based music systems form a rich area for the exploration of collab-
orative systems where sensors play an active role and are important to the design process. The
Soundcool system is a collaborative and educational system for sound and music creation as well
as multimedia scenographic projects, allowing students to produce and modify sounds and images
with sensors, smartphones and tablets in real time. As a real-time collaborative performance system,
each performance is a unique creation. In a comprehensive educational project, Soundcool is used to
extend the sounds of traditional orchestral instruments and opera singers with electronics. A multi-
disciplinary international team participates, resulting in different performances of the collaborative
multimedia opera The Mother of Fishes in countries such as Spain, Romania, Mexico and the USA.
Keywords: mobile technologies; sensors; music systems; Soundcool; opera creation
1. Introduction
The technological development of the last decades has influenced teaching and learn-
ing processes [
1
]. In the field of music education, technology has significantly transformed
the practices of musical creation and composition with the incorporation of new hardware,
software and 2.0 tools [
2
]. The utilization of mobile devices and sensors in education has
opened a whole range of possibilities for collaborative work in comprehensive educational
projects. In the case of artistic projects, technology allows for the introduction of a variety
of multimodal languages that enrich both the creative and educational process and the
artistic result [3].
Soundcool [
4
] is an interactive computer-based system for collaborative sound and
visual creation using smartphones, tablets and augmented reality, where different kinds of
sensors play an active role. Soundcool is developed by the Performing Arts and Technology
Group (PerformingARTech) of the Universitat Politécnica de Valencia (Valencia, Spain) with
the collaboration of Carnegie Mellon University (Pittsburgh, PA, USA). The system can
be downloaded for free at http://soundcool.org (accessed on 24 April 2023) and consists
of a set of modules such as microphone or webcam, audio, image and video players and
effects, filters, mixing tables, chroma key, video switchers, etc., that work on Mac or PC
computers (see Figure 1). Each of these computer modules can be controlled via Wi-Fi
or remotely via the Internet by participants using mobile phones or tablets (see Figure 2),
or with augmented reality glasses, enabling the collaborative live production of musical,
sound and audiovisual projects. For communication, this modular system uses Open
Sound Control, designed to share information in real time over a network of media devices.
Sensors 2023,23, 4378. https://doi.org/10.3390/s23094378 https://www.mdpi.com/journal/sensors
Sensors 2023,23, 4378 2 of 12
Sensors 2023, 23, x FOR PEER REVIEW 2 of 14
Open Sound Control, designed to share information in real time over a network of media
devices.
Figure 1. Soundcool for Mac or PC. Audio modules on the left, video modules on the right.
Figure 1. Soundcool for Mac or PC. Audio modules on the left, video modules on the right.
Sensors 2023, 23, x FOR PEER REVIEW 3 of 14
Figure 2. Signal processing parameters such as the frequency of this resonant filter (shown at left)
can be controlled over Wi-Fi or Internet using the Soundcool OSC app for smart-phone/tablet (right).
A multidisciplinary international team of researchers with technical, artistic and ped-
agogical profiles developed this system in line with the philosophy of STEAM education
(Science, Technology, Engineering, Arts and Mathematics) [5] and project-based learning
(PBL) [6].
Soundcool is used in different fields, from the artistic professional to the educational,
and, more recently, to the health sector as a system used in non-pharmacological therapies
in situations of neurodegenerative diseases [7]. However, it is easiest to see the function-
ing of Soundcool in educational programs and projects originating in 2013, including (1)
tests at a secondary school [8], (2) the first educational Soundcool Erasmus+ European
Project KA201: “Technology at the service of learning and creativity: weaving European
networks through collaborative musical creation,” involving several primary schools, a
secondary school and music schools from Italy, Portugal, Spain and Romania [9], (3) the
collaborative creation for socially distanced education developed for the pandemic situa-
tion [10], and (4) developments for a Soundcool web-based system [11]. See [12] for a his-
tory of Soundcool, awards, Soundcool free edX courses, funding and a summary of its
educational, professional and functional diversity projects. See https://sound-
cool.org/publicaciones/ (accessed on 24 April 2023) for technical and educational refer-
ences on Soundcool. See also the YouTube channel @Soundcoolproject
(https://www.youtube.com/c/Soundcoolproject, accessed on 24 April 2023) for video
playlists including Soundcool software, tutorials, socially distanced remote projects and
professional performances. See also https://bit.ly/2P2CaXB (accessed on 24 April 2023) for
educational projects and performances, and see https://bit.ly/39MygwN (accessed on 24
April 2023) for Soundcool educational resources. In 2019, the Soundcool team was invited
by the World Science Festival held that year in New York to give a workshop and a per-
formance on its control with augmented reality glasses by dancing [12]. Teachers and stu-
dents from more than 74 countries have enrolled in the edX Soundcool courses, and the
Soundcool team use Soundcool social networks (found on top of the Soundcool webpage)
to share related performances and projects.
Among all of the Soundcool activities, the most emblematic application is the crea-
tion of the Opera La Mare dels Peixos. The goals of this work were to use Soundcool in a
large-scale educational project of creating an opera, to measure its impact, to analyze new
possibilities and to improve both the technology itself and the artistic and educational
processes. This resulted in different performances of this opera in countries such as Spain
and Romania supported by two Educational Erasmus+ European projects, and in America
in Mexico and the USA with universities, music schools and high schools. The USA per-
formance was translated into English with the title The Mother of Fishes.
Figure 2.
Signal processing parameters such as the frequency of this resonant filter (shown at left)
can be controlled over Wi-Fi or Internet using the Soundcool OSC app for smart-phone/tablet (right).
A multidisciplinary international team of researchers with technical, artistic and
pedagogical profiles developed this system in line with the philosophy of STEAM education
(Science, Technology, Engineering, Arts and Mathematics) [
5
] and project-based learning
(PBL) [6].
Soundcool is used in different fields, from the artistic professional to the educa-
tional, and, more recently, to the health sector as a system used in non-pharmacological
therapies in situations of neurodegenerative diseases [
7
]. However, it is easiest to see
the functioning of Soundcool in educational programs and projects originating in 2013,
including (1) tests at a secondary school [
8
], (2) the first educational Soundcool Eras-
mus+ European Project KA201: “Technology at the service of learning and creativity:
weaving European networks through collaborative musical creation,” involving several
primary schools, a secondary school and music schools from Italy, Portugal, Spain and
Romania [
9
], (3) the collaborative creation for socially distanced education developed
for the pandemic situation [
10
], and (4) developments for a Soundcool web-based sys-
tem [
11
]. See [
12
] for a history of Soundcool, awards, Soundcool free edX courses, funding
and a summary of its educational, professional and functional diversity projects. See
https://soundcool.org/publicaciones/ (accessed on 24 April 2023) for technical and ed-
ucational references on Soundcool. See also the YouTube channel @Soundcoolproject
(https://www.youtube.com/c/Soundcoolproject, accessed on 24 April 2023) for video
Sensors 2023,23, 4378 3 of 12
playlists including Soundcool software, tutorials, socially distanced remote projects and
professional performances. See also https://bit.ly/2P2CaXB (accessed on 24 April 2023)
for educational projects and performances, and see https://bit.ly/39MygwN (accessed
on 24 April 2023) for Soundcool educational resources. In 2019, the Soundcool team was
invited by the World Science Festival held that year in New York to give a workshop and a
performance on its control with augmented reality glasses by dancing [
12
]. Teachers and
students from more than 74 countries have enrolled in the edX Soundcool courses, and the
Soundcool team use Soundcool social networks (found on top of the Soundcool webpage)
to share related performances and projects.
Among all of the Soundcool activities, the most emblematic application is the creation
of the Opera La Mare dels Peixos. The goals of this work were to use Soundcool in a
large-scale educational project of creating an opera, to measure its impact, to analyze new
possibilities and to improve both the technology itself and the artistic and educational
processes. This resulted in different performances of this opera in countries such as Spain
and Romania supported by two Educational Erasmus+ European projects, and in America
in Mexico and the USA with universities, music schools and high schools. The USA
performance was translated into English with the title The Mother of Fishes.
In this opera, Soundcool was used to extend the traditional orchestra and opera
singers with electronics. It allowed students to create music and sound effects and produce
them in real-time during the performance, as well as manipulate sound parameters of
live and recorded sound and music through a variety of technological resources (sensors,
smartphones and tablets, etc.). The visual and multimedia part of the artistic production
was enriched in one of the performances with video mapping. In this project, the role of the
students was to participate in all the processes of creating the opera, including sound and
visual creation. Because the technology allowed students to produce and modify sounds
and images with sensors, smartphones and tablets in real time as they manipulated the
different devices, each of these performances generated a unique creation. At the visual
level, students participated in the co-creation of multimedia scenography.
At the music level, in addition to offering students an approach to the often elitist
genre of opera and to classical, contemporary and electroacoustic music, students were
able to participate in the co-creation of the artistic product, as real-time composers, incorpo-
rating their musical discourse with that of the composers of the written part of the score
(Dannenberg and Sastre). Students, using their own creativity, and informed by their differ-
ent backgrounds, enriched the artistic product with their interactivity, multimodality and
variety of musical ideas. This results in a confluence of artistic, literary, musical, visual and
technological discourses in a multimodal context. The multiplicity of interactions between
the different interpreters added a multicultural dimension, making the final product of the
opera more complex and meaningful.
At the educational level, interdisciplinary work between professionals from differ-
ent sectors in the fields of telecommunications, computer science, music, arts and design
(researchers, programmers, professional singers, musicians and dancers, set designers, make-
up artists, composers and conductors) together with students in primary, secondary and
university levels allowed for a paradigm shift contributing to the quality of teaching-learning
processes through a high-impact educational activity based on STEAM project-based learn-
ing (PBL) and Service Learning methodologies. Furthermore, the collaborative creative
processes that occurred during every stage of the creation of the opera was cognitively
stimulating because the performers put into play higher-order thinking skills that take place
in the process of musical interaction and co-creation. Higher-order cognition is defined
by Levine [
13
] as a range of sophisticated thinking skills including concept acquisition,
systematic decision making, evaluative thinking, brainstorming, creativity, and rule use.
The new national Spanish curriculum makes explicit reference to the importance of
developing audiovisual communication in students and the need for the development of
key competences, such as competence in linguistic communication, digital competence and
competence in cultural awareness and expression [
14
]. Children’s and teenagers’ experi-
Sensors 2023,23, 4378 4 of 12
ences in and out of school settings include a range of modalities, including visual, sound,
textual and graphic design elements, and are becoming increasingly more complex, neces-
sitating a rethinking of how multimodal ensembles function across a range of educational
and social contexts. Participation in this type of project allows for multimodal literacy
of students (especially audiovisual and media literacy) by understanding how different
languages and codes work and through the possibility of exploring and manipulating them.
Digital competence implies the safe, healthy, sustainable, critical and responsible use of
digital technologies for learning, for work and for participation in society, as well as the
interaction with them. Digital competency includes information and data literacy, commu-
nication and collaboration, media education, digital content creation, security (including
digital well-being and cybersecurity-related skills), digital citizenship, privacy, intellectual
property, problem solving and computational and critical thinking. Competence in cultural
awareness and expression involves understanding and respecting how ideas, opinions,
feelings and emotions are creatively expressed and communicated across cultures and
through a wide range of artistic and cultural expressions. It also implies a commitment to
understanding, developing, and expressing one’s own ideas and sense of place or role in
society. It also requires an understanding of one’s evolving identity and cultural heritage
in a world characterized by diversity, as well as an awareness that art and other cultural
manifestations can be a way of looking at the world and giving it shape.
2. Related Work
Opera creation has been used in project-based education for many years. The Metropoli-
tan Opera Guild has offered the Creating Original Opera program in which school students
form an opera company and produce an original opera [
15
], adapted in Spain into a pro-
gram called “LÓVA” [
16
], where Soundcool has also been used. The central goal is to learn
about art, but the process reinforces skills of reading, writing and math as well as social
and collaborative skills. In a similar vein, many have promoted STEAM (Science, Tech-
nology, Engineering, Arts, and Math) [
5
], as opposed to STEM, as a more comprehensive
and relevant approach to curriculum design for a world where “soft” skills of creativity,
collaboration, persuasion are as important as “hard” skills of math and science.
Computer Music in particular has formed the basis for STEAM practice in several
projects. EarSketch is a widely used system that introduces programming by having stu-
dents write programs to construct and edit music using professionally produced audio
“loops” as source material [
17
]. BlockyTalky is a music system construction set for young
students that features a simple block-based visual programming language for small pro-
grammable music devices [
18
]. These devices synthesize sound, receive sensor input and
communicate via messages. Students configure microcontroller devices, sensors and soft-
ware to create and perform interactive musical systems of their own design. The Soundcool
project places more emphasis on music education and creation, but it shares the goals
of EarSketch and BlockyTalky to promote computer literacy, collaboration and creativity
through project-based learning.
Apart from The Metropolitan Opera Guild, some other opera educational initiatives
are the Los Angeles Opera which supports educators, helping to integrate opera into the
classroom and provide an opportunity to participate in the creation process [
19
]; Royal
Opera House Youth Opera programs provide children aged 7 to 13 with rigorous music
and drama training, creative projects and the chance to perform in world-leading opera
productions with the Royal Opera [
20
]; Youth Opera of the Welsh National Opera is an
award-winning training program for young people, aged from 8 to 25 years, who love to
sing and perform [
21
]. The majority of these initiatives are based on students participating
in an opera and/or the creation of an opera. However, none of them include technology.
On the other hand, the main objective of “TRACTION Opera co-creation for a social
transformation” is developing new technologies to establish an effective participatory
production workflow and to explore novel audio-visual art representation formats [
22
].
TRACTION invites the participation of diverse communities, not only young people and
Sensors 2023,23, 4378 5 of 12
students. The project includes a Co-Creation Space, which is a web-based platform that acts
as a media repository and collaborative tool for uploads, visualization and communication
around media objects; a Co-Creation Stage, which is a web-based tool that supports both live
and on-demand media to enable art professionals and individuals from the TRACTION’s
targeted communities to remotely participate in engaging and immersive opera shows,
for instance singing remotely; an Immersive Adaptive web-based 360
◦
opera video player
and a Social Virtual Reality tool for participants’ communications after attending a VR
show. However, none of this includes the participation of the students in the creation and
performance of the opera with technology.
In our project, we work with Soundcool, which has been developed specifically for
young students and collaborative classroom use, particularly through the use of mobile
phones and tablets, which extend interactive control to an entire classroom through the
technologies of Wi-Fi or the Internet for remote connections, and intuitive touchscreen
sensors and other interfaces. Many other systems exist, including SuperCollider [
23
],
offering a real-time programming language for constructing music systems, Max MSP [
24
],
a very popular music and media system based on a visual programming language, and
Ableton Live [
25
], a digital audio workstation (DAW) that is particularly designed for use
in interactive live performance. All of these can be controlled remotely and allow real-
time sensor input, but none are specifically designed for young students or collaborative
use. Soundcool aims for a “sweet spot” between the generality offered by programming
languages and the ease of use of single-purpose applications [12].
3. Soundcool in Opera Productions
The multimedia opera has been premiered at the Opera House “Palau de les Arts
Reina Sofia” in Valencia (Spain) by students from two music schools, a primary school
and a high school, in December 2016. The same year, its Act I was also performed with
secondary level students of an art program at the theater of the Liceul de Arta Baia Mare
(Romania), supported by the Erasmus+ European project. In 2017, Act I was also performed
at the Monterrey Institute of Technology and Higher Education (ITESM) Puebla Campus
(Mexico) by university students, and at the Theater of the Musical Society of Canet d’en
Berenguer (Valencia, Spain) and at the Auditorium of Torrent (Valencia, Spain) by music
students. In 2018, the full opera was performed at the ITESM Puebla Campus (Mexico)
by university students, and at La Rambleta Theater of Valencia (Spain) with children
from a cultural association. In May 2019, it was performed again at the Valencian Opera
House “Palau de les Arts Reina Sofia” (Spain) by primary school students. Afterwards,
it was performed at the Universitat Politècnica de València (Valencia, Spain) by primary
school students in 2019 inside another educational Erasmus+ European project. Finally,
it was performed at the National Center for the Arts (CENART) in Mexico City (Mexico)
with a co-production of the Monterrey Institute of Technology and Higher Education and
CENART in November 2019, by university students and younger music students, and in
February 2020
at the CAPA Theater in Pittsburgh (USA), with high school and university
students and professionals (see the opera project webpage at https://soundcool.org/en/
opera/, accessed on
24 April 2023
, teaser at https://youtu.be/iREw70OcvmE, accessed on
24 April 2023, and additional videos at https://www.youtube.com/@Soundcoolproject/
playlists?view=50&sort=dd&shelf_id=5, accessed on 24 April 2023).
Each project and performance has been adjusted to the available resources, and perfor-
mances continue to evolve with the integration of new technological elements. This article
considers the project carried out in Pittsburgh.
4. Collaborative Control Using Sensors in Interactive Systems
The use of interactive systems based on sensors or remote control is certainly not new.
Today, most audio applications allow remote management of their mixing systems and
control of many functions via a phone or tablet. However, Soundcool offers something that
is still practically unique: the distributed control of functions, allowing not just one user,
Sensors 2023,23, 4378 6 of 12
but a group of users, to control the same system simultaneously, distributing the different
modules, or the different functions of generation, management, and transformation of
audiovisual material. This characteristic is at the center of group dynamics typical of a
class where the fundamental point is cooperation within the group to create the desired
performance, much as an orchestra cooperates to perform a symphony. Cooperative control
by the group is also an innovative language in the field of art itself, allowing a type of
collaboration that only partially exists within the group performance experience of bands,
choirs, and orchestras. In typical musical practice, each interpreter contributes to the whole
through the sole control of a single instrument. In Soundcool, electronic instruments are
created with control parameters that are delegated across several performers, analogous
to an instrument where one person presses the strings, another pinches or rubs them, and
yet another modifies their dynamics, etc. In practice, collaboration in Soundcool is both in
parallel, as normally happens in instrumental groups, and in a serial form where single
sounds are subject to a series of modifications. This kind of cross-collaboration implies
that the people involved must pay close attention to every small contribution in order to
achieve the desired balance.
Soundcool uses the Open Sound Control communication protocol [
26
] for wireless
communication with control devices to facilitate their integration into collaborative perfor-
mances. OSC is one of the most-used protocols for this kind of communication and in fact,
Soundcool, in addition to being controlled by the original iOS and Android applications
created specifically for Soundcool, is open to control by any other system that uses the same
protocol and correct syntax. This means that Soundcool can immediately be controlled
by custom-built sensors, programming languages such as Max [
24
] or PureData [
27
], or
generic control applications such as TouchOSC [
28
], which leverage touch sensors and
accelerometers in mobile devices. In short, the step between a sensor system and Soundcool
is short; it is sufficient to translate the incoming data from any sensor into variable values
and send them via OSC to Soundcool modules. This allows for both creative design and for
the flexible interconnection of multiple devices, enabling collaborative sound control. The
possibilities for creating personal and group control systems are open to the imagination.
To facilitate this open control even more, a module has been developed in Soundcool
that redirects any incoming OSC command to any active module in the application (see
Figure 3).
Sensors 2023, 23, x FOR PEER REVIEW 7 of 14
form where single sounds are subject to a series of modifications. This kind of cross-col-
laboration implies that the people involved must pay close attention to every small con-
tribution in order to achieve the desired balance.
Soundcool uses the Open Sound Control communication protocol [26] for wireless
communication with control devices to facilitate their integration into collaborative per-
formances. OSC is one of the most-used protocols for this kind of communication and in
fact, Soundcool, in addition to being controlled by the original iOS and Android applica-
tions created specifically for Soundcool, is open to control by any other system that uses
the same protocol and correct syntax. This means that Soundcool can immediately be con-
trolled by custom-built sensors, programming languages such as Max [24] or PureData
[27], or generic control applications such as TouchOSC [28], which leverage touch sensors
and accelerometers in mobile devices. In short, the step between a sensor system and
Soundcool is short; it is sufficient to translate the incoming data from any sensor into var-
iable values and send them via OSC to Soundcool modules. This allows for both creative
design and for the flexible interconnection of multiple devices, enabling collaborative
sound control. The possibilities for creating personal and group control systems are open
to the imagination. To facilitate this open control even more, a module has been developed
in Soundcool that redirects any incoming OSC command to any active module in the ap-
plication (see Figure 3).
Figure 3. Soundcool OSC module for redirecting incoming OSC commands to any active module in
the application.
The open-ended control possibilities of Soundcool are an alternative to offering an
internal programming language as seen in other systems such as Supercollider and Max.
Basically, Soundcool can be seen as a component whose capabilities can be extended
through communication, delegating control to another component, which allows a choice
of programming language. A concrete example can be found in the version of the work
The Mother of Fishes, made in Pittsburgh, where a sword and magic wand (stage props)
enclosed motion sensors used to control the generation and modification of sounds in
Soundcool. Sensors were 9-degree-of-freedom inertial measurement units interfaced to
ESP-32 microcontrollers with integrated Wi-Fi transceivers. The resulting sensors, includ-
ing batteries for power, were about 6 × 3 × 2 cm, and were easily added to the handles of
a sword prop and a “magic” wand (see
Figure
4).
Figure 3.
Soundcool OSC module for redirecting incoming OSC commands to any active module in
the application.
The open-ended control possibilities of Soundcool are an alternative to offering an
internal programming language as seen in other systems such as Supercollider and Max.
Basically, Soundcool can be seen as a component whose capabilities can be extended
through communication, delegating control to another component, which allows a choice
of programming language. A concrete example can be found in the version of the work
The Mother of Fishes, made in Pittsburgh, where a sword and magic wand (stage props)
enclosed motion sensors used to control the generation and modification of sounds in
Soundcool. Sensors were 9-degree-of-freedom inertial measurement units interfaced to
ESP-32 microcontrollers with integrated Wi-Fi transceivers. The resulting sensors, including
batteries for power, were about 6
×
3
×
2 cm, and were easily added to the handles of a
sword prop and a “magic” wand (see Figure 4).
Sensors 2023,23, 4378 7 of 12
Sensors 2023, 23, x FOR PEER REVIEW 8 of 14
Figure 4. The sword prop and “magic wand” used in the opera production. Each has a 9 DOF sensor
and microcontroller with Wi-Fi to communicate with a computer running Soundcool. Performers’
gestures trigger and control sound effects in real time.
For both sensors, the data is processed to derive useful control signals. The sword,
when swung, produces a “whooshing” sound by modulating the center frequency of a
bandpass filter (similar to the one shown in Figure 2) with noise input. The main signal
feature is the overall RMS of the 3D accelerometer signal. Additional limiting and scaling
are used to derive the desired filter center frequency, which is transmitted to Soundcool.
(See video of sword whooshing gesture and sound: https://youtu.be/tBcnFzCKi3A?t=44,
accessed on 24 April 2023). On the other hand, the wand is used to fill the stage with
echoes of evil laughter. When the witch character presses a hidden button on the wand, a
recording of her laughter is injected into a network of feedback delay units in Soundcool.
The audio levels and degree of feedback are controlled to intensify the effect as the wand
is raised, as if evil laughter is emitting from the wand itself, and the effect diminishes as
the wand is lowered. Again, the accelerometer data is processed, in this case by combining
two axes of acceleration (due to gravity) to estimate the overall tilt of the wand and con-
vert this to gain control in Soundcool (See video of the wand evil laughter ef-
fect: https://youtu.be/tBcnFzCKi3A?t=131, accessed on 24 April 2023). The mapping of
sensors to Soundcool controls could be done directly within the sensor microcontrollers,
but for ease of development, we perform all the signal mapping using a scripting language
in the same laptop computer that runs Soundcool. Conditioning signals and mapping
them to specific sound synthesis parameters can be implemented in a variety of ways, as
long as the end result is an OSC message to Soundcool. Moving this computation outside
of Soundcool is seen as a feature rather than a limitation because it keeps the design simple
and supports many implementation tools and strategies.
In a similar manner, we have recently worked on the use of recycled smartphones
[29] (Figure 5), or older devices no longer suitable for everyday use, but still fully func-
tional as sensing devices. In this case, the data produced by internal sensors (inclination,
acceleration) are sent to Soundcool through the OSChook Android application [30] and
recycled Wi-Fi hubs, and finally used to control the generation of sound environments
responding to choreographic gestures in dance.
Figure 4.
The sword prop and “magic wand” used in the opera production. Each has a 9 DOF sensor
and microcontroller with Wi-Fi to communicate with a computer running Soundcool. Performers’
gestures trigger and control sound effects in real time.
For both sensors, the data is processed to derive useful control signals. The sword,
when swung, produces a “whooshing” sound by modulating the center frequency of a
bandpass filter (similar to the one shown in Figure 2) with noise input. The main signal
feature is the overall RMS of the 3D accelerometer signal. Additional limiting and scaling
are used to derive the desired filter center frequency, which is transmitted to Soundcool.
(See video of sword whooshing gesture and sound: https://youtu.be/tBcnFzCKi3A?t=44,
accessed on 24 April 2023). On the other hand, the wand is used to fill the stage with
echoes of evil laughter. When the witch character presses a hidden button on the wand, a
recording of her laughter is injected into a network of feedback delay units in Soundcool.
The audio levels and degree of feedback are controlled to intensify the effect as the wand
is raised, as if evil laughter is emitting from the wand itself, and the effect diminishes as
the wand is lowered. Again, the accelerometer data is processed, in this case by combining
two axes of acceleration (due to gravity) to estimate the overall tilt of the wand and
convert this to gain control in Soundcool (See video of the wand evil laughter effect:
https://youtu.be/tBcnFzCKi3A?t=131, accessed on 24 April 2023). The mapping of sensors
to Soundcool controls could be done directly within the sensor microcontrollers, but for
ease of development, we perform all the signal mapping using a scripting language in
the same laptop computer that runs Soundcool. Conditioning signals and mapping them
to specific sound synthesis parameters can be implemented in a variety of ways, as long
as the end result is an OSC message to Soundcool. Moving this computation outside of
Soundcool is seen as a feature rather than a limitation because it keeps the design simple
and supports many implementation tools and strategies.
In a similar manner, we have recently worked on the use of recycled smartphones [
29
]
(Figure 5), or older devices no longer suitable for everyday use, but still fully functional as
sensing devices. In this case, the data produced by internal sensors (inclination, acceleration)
are sent to Soundcool through the OSChook Android application [
30
] and recycled Wi-Fi
hubs, and finally used to control the generation of sound environments responding to
choreographic gestures in dance.
The sensor data can be sent directly to Soundcool’s OSC module, or we can implement
more complex processing with additional software. In this case, the data is received
by a patch programmed in Max [
24
], mapped to an appropriate range of values for a
Soundcool module, and then sent to the module within the Max process. This approach of
programming additional functions is also used to create module prototypes that will later
be released as new modules in Soundcool.
Sensors 2023,23, 4378 8 of 12
Sensors 2023, 23, x FOR PEER REVIEW 9 of 14
Figure 5. Experiments using recycled smartphone as a sensor for dance. (dancer: Noelia Sánchez
Gómez, ph. Laura Basterra Aparicio).
The sensor data can be sent directly to Soundcool’s OSC module, or we can imple-
ment more complex processing with additional software. In this case, the data is received
by a patch programmed in Max [24], mapped to an appropriate range of values for a
Soundcool module, and then sent to the module within the Max process. This approach
of programming additional functions is also used to create module prototypes that will
later be released as new modules in Soundcool.
5. Outcomes from Opera Productions
An analysis of educational practices with Soundcool was carried out within the Eu-
ropean Erasmus+ Project KA201 (2017) using a mixed design consisting of questionnaires,
direct observation and performance analysis in four educational institutions with a total
of 32 students and four teachers. The data collection methodology included an initial eval-
uation before the start of the project and a final evaluation. The results of the analysis
indicated that the competency levels of participating students increased significantly.
These results were consistent regardless of student age, gender, country of origin and
background [31].
The English version of the complete opera was held in the USA in February 2020. In
this performance, the students of the Creative and Performing Arts Magnet School
(CAPA) in Pittsburgh (USA) carried out all the sound creation of the opera, mostly using
Figure 5.
Experiments using recycled smartphone as a sensor for dance. (dancer: Noelia Sánchez
Gómez, ph. Laura Basterra Aparicio).
5. Outcomes from Opera Productions
An analysis of educational practices with Soundcool was carried out within the Euro-
pean Erasmus+ Project KA201 (2017) using a mixed design consisting of questionnaires,
direct observation and performance analysis in four educational institutions with a total
of 32 students and four teachers. The data collection methodology included an initial
evaluation before the start of the project and a final evaluation. The results of the analy-
sis indicated that the competency levels of participating students increased significantly.
These results were consistent regardless of student age, gender, country of origin and
background [31].
The English version of the complete opera was held in the USA in February 2020. In
this performance, the students of the Creative and Performing Arts Magnet School (CAPA)
in Pittsburgh (USA) carried out all the sound creation of the opera, mostly using Audacity
(http://bit.ly/tmof-audacity, accessed on 24 April 2023), and performed the electronic
parts live. The students were taught sound design, digital audio editing, and the use of
Soundcool by one of the co-authors (Dannenberg) in order to create and perform sound
effects for the opera. Although most of the sounds can be described as “sound effects,” it
should be noted that many electronic sounds are specifically called for in the orchestral
score and are considered to be part of the orchestration. The details of these sounds are
deliberately left open to interpretation and the sound design has been realized by different
Sensors 2023,23, 4378 9 of 12
student groups in multiple productions of the opera. Thus, students are responsible for
taking an active creative role in each opera production.
For the 2020 production, the students also realized a new electronic overture for
the opera. The overture utilizes audio time stretching, found sounds, panning, pitch
shift and volume control, both in the composition and the live performance. The 2020
performance utilized four students performing live using mobile phones as controllers as
well as the magic sword and witch’s wand sensors and effects described above. Examples
of the sensors and the electronic overture, as well as the complete opera and additional
documentation, can be seen online [
32
–
34
]. See also the summary and photos (https:
//soundcool.org/en/operas/the-mother-of-fishes-teatro-capa-eeuu-2020/, accessed on
24 April 2023).
At the technical level, this comprehensive project contributed to the evolution of
technology. The team of researchers, technicians and programmers worked to meet the
needs of the users that arose in the practical application of Soundcool, resulting in its
continuous improvement.
Regarding social impact, the project has involved the direct participation of more
than 800 students, teachers, and professionals from countries such as Romania, Spain,
Mexico, UK, USA, etc. Overall, more than 500 students from primary schools, high schools,
universities, music schools, music conservatories, dance conservatories, art schools, etc.,
have participated, and the project has been a finalist at the Spanish Creative Cup. See for
instance the work with Spanish primary school students (https://youtu.be/2y5anpWTx-g,
accessed on 24 April 2023) or with Mexican university and young music students (https:
//youtu.be/5ym2d3JroZA, accessed on 24 April 2023).
6. Discussion
A fundamental design element of Soundcool is the control of sound through everyday
devices such as smartphones and tablets. The possibility of treating these devices as con-
trol surfaces introduces the possibility of fast and multitouch control. It also enables the
essential ingredient of interaction, even remote interaction, between people that charac-
terizes Soundcool [
10
]. Different people cooperate in real time to control a chain of sound
and image generation and manipulation processes. This enablement of close real-time
collaboration in groups is a rare element in the world of new technologies.
The use of the OSC protocol is an important feature that opens Soundcool to extension
through the use of added sensors and external programs ranging from short control scripts
to substantial software systems. This is illustrated by the example of added sensors for
The Mother of Fishes performance and the use of smart phones as sensors for dancers.
Ultimately, it is always a question of translating sensor data to the common language or
protocol of OSC, which can then be used to control Soundcool modules and create an
interactive sound composition or environment.
We are actively pursuing off-the-shelf sensors such as Leapmotion and UltraLeap [
35
],
augmented reality systems such as Microsoft Hololens already in use with Soundcool [
12
]
(pp. 82–83]) [
36
] and Oculus [
37
], body recognition systems such as Kinect (used with
Soundcool but no longer available) and PoseHook [
38
]. In addition to building modular
systems around Soundcool as the “hub,” we see great promise in expanding the idea of
modular systems to include many other advanced software systems used in performance,
music and theater. The use of OSC over sockets and Wi-Fi offers an effective interconnect
with visual programming languages such as Max and PureData, scripting languages such
as Python, and many other applications, which further expand the possibilities for sensors
and collaborative control in artistic productions.
Because Soundcool is free and supported by many educational materials, we know
it is used in many different countries independently of the authors’ projects. Many peo-
ple have enrolled to the edX Soundcool courses without any direct involvement with the
Soundcool team. In addition, another Educational Erasmus+ European project using Sound-
cool is planned, and we are participating on the Teaching Innovation Project “Learning
Sensors 2023,23, 4378 10 of 12
and Innovation with Sound” with the Education Faculty of the University of Valladolid
(Spain) and also in Red Planea (https://redplanea.org/recursos/soundcool-2/, accessed
on 24 April 2023), a resource for the Spanish network for art and education.
Success with the opera has led to a new project, the opera Felicitàon the theme of
bullying and harassment. The opera, involving the authors, consists of different bullying
and harassment situations based on an original idea from Lloret, with libretto by Idoia
Uribarri and Lloret, instrumental music and Soundcool live processing by Sastre and
Dannenberg and interactive video projections by Scarani. The work includes contemporary
and street dance to connect more easily with students. Each act deals with a different
kind of bullying or harassment and can be performed independently. Though a theatrical
version was premiered at the Monterrey Institute of Technology and Higher Education
(Mexico) in 2021, the first opera version was premiered on October 2022 in Spain with an
audience of 800 students. We plan to add more acts to deal with more situations as the
project evolves.
Considering the future of Soundcool, we are developing new modules such as a video-
mapping module, we continue to develop a web-based Soundcool implementation [
11
],
and we will further explore the reuse of sensors from older mobile devices as a low-cost and
available technology. We also expect to increase our research and practice using Soundcool
in the area of neurodegenerative diseases, Attention Deficit and Hyperactivity Disorder
(ADHD) and other conditions.
7. Conclusions
Soundcool is an easy and intuitive system to use, where simple modules hide the
complexity of the underlying signal processing that includes both sophisticated audio
processing, such as real-time pitch shifting, and video processing such as compositing. An
important feature of Soundcool is its interconnection with external devices and software. It
uses mobile devices with touch screens as sensors to enable groups to collaborate in live
performance. We also develop microcontrollers with Wi-Fi to connect custom sensors such
as accelerometers to capture motion for sound and video control.
These possibilities are illustrated by the opera The Mother of Fishes and our example
with dancers and accelerometers. The modular “construction kit” organization of Sound-
cool allows for the rapid creation of interactive sound systems controlled by groups of
performers using a variety of sensors ranging from mobile device touch screens to custom-
built devices. These systems have enabled both students and professionals to creatively
explore interactive sound design and music composition.
The results from the Erasmus+ European project named above [
31
] and other educa-
tional projects carried out since the first Soundcool version was released almost ten years
ago [
12
] encourage us to think that Soundcool has excellent potential to promote creativity,
collaborative work, interdisciplinarity and cognitive development in different areas and
across different cultural systems. Due to the versatility and flexibility of the system, the
ease of use of the interfaces and the low cost of the equipment, Soundcool has applications
beyond artistic and educational contexts. Soundcool and the collaborative co-creation it
supports are easily generalizable to other contexts such as the field of health and well-being,
therapeutic use with patients with functional diversity, students with special needs, geri-
atric patients and Alzheimer’s patients among others. The Soundcool project continues to
promote collaboration and international development.
Author Contributions:
Conceptualization, J.S., R.B.D., S.S., N.L. and E.C.; methodology, R.B.D., S.S.
and J.S.; software, R.B.D., S.S. and J.S; validation, R.B.D., S.S., J.S, N.L. and E.C.; formal analysis,
R.B.D., J.S. and S.S.; investigation, R.B.D., S.S., J.S., N.L. and E.C.; resources, R.B.D., S.S., J.S. and N.L.;
data curation, R.B.D., J.S. and E.C.; writing—original draft preparation, E.C. and J.S.; writing—review
and editing, R.B.D., J.S., S.S. and E.C.; visualization, R.B.D., J.S. and S.S.; supervision, R.B.D. and J.S.;
project administration, R.B.D., J.S., N.L. and S.S.; funding acquisition, R.B.D., J.S. and N.L. All authors
have read and agreed to the published version of the manuscript.
Sensors 2023,23, 4378 11 of 12
Funding:
The opera in Pittsburgh was supported by Carnegie Mellon University, The Heinz En-
dowments, Pittsburgh Public Schools, Alia Musica Pittsburgh, Greater Pittsburgh Arts Council and
private donors. The Soundcool project has been funded by the Daniel and Nina Carasso Foundation
Grant 16-AC-2016, the Generalitat Valenciana Grants GJIDI/2018/A/169 and AICO/2015/120, the
Spanish Ministerio de Educación, Cultura y Deporte Salvador de Madariaga Grant PRX12/00557, the
UPV project PAID 05-12-SP20120470 and a UPV Cátedra Telefónica Grant 2017. Some of the Spanish
opera performances have been partially funded by the Institut Valenciàde Cultura of the Generalitat
Valenciana (2016, 2017, 2018) and the European Erasmus+ projects 2018-1-ES01-KA101-049101 and
2015-1-ES01-KA201-016139. All other contributors are acknowledged in the different videos described
above. Soundcool was also used for the Erasmus project 2017-2-IT03-KA105-011802. The Soundcool
neurodegenerative disease applications have been funded by the Generalitat Valenciana Grants
AICO/2020/151, CIBEST/2021/90 and CIAICO/2022/60, the Santander investigadores/personal
técnico en el ecosistema de UC Berkeley Grant 2021/2022 and the UPV-FISABIO-2020-A05 (Polisabio)
Grant TANTAENDSCovid.
Institutional Review Board Statement: Not applicable.
Informed Consent Statement: Not applicable.
Data Availability Statement: Not applicable.
Acknowledgments:
We want to acknowledge the Universitat Politècnica de València where the
Soundcool group has developed the Soundcool system and Carnegie Mellon University that has
collaborated with UPV.
Conflicts of Interest:
The authors declare no conflict of interest. The funders had no role in the design
of the study; in the collection, analyses, or interpretation of data; in the writing of the manuscript, or
in the decision to publish the results.
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