24 January 2006 · About 1 minute read

Mood Fountains and Reversed Participation

Further looking into the mood fountain idea below has brought up some areas of interest. Based also on today’s space lecture (Hearing Spaces), I shall look into exploring the acoustic connotations associated with the mood fountains.

Mainstream ‘mood’ environmental affectors (to use the idea that coloured light is a prime affector of mood) such as Mood-Light, rely on visual cues to evoke a sense of mood or change of mood. Users conciously invoke effects on their own mood by changing the colour of the light.

While visual cues are important to today’s visually biassed environment, this type of mood ‘toy’ represents a static, non-reactive entity designed to affect the participant. My intention is that the mood fountain should reverse this concept, such that a mood fountains tends to be proactive, forming its own ‘moods’ through the interaction between participant and fountain.

The user, then, becomes the mood-toy, and the fountain the participant in creating an acoustic moodscape. By employing some simple AI logic into the mood fountain, the participant’s actions can potentially be coerced into creating a specific interaction and thus affect the state of each mood fountain. By primarily focussing on audio rather than visual cues, I hope to create a delicate, immersive soundscape that encourages a relaxed interaction.

Chris Blunt
Chris Blunt @cblunt
Chris is the founder of Plymouth Software. As well as code and business, he enjoys being a Dad, swimming, and the fine art of drinking tea.