PREVISUALIZATION

Latona allows choreographers and displacement artists to create, view and modify displacement patterns before they are implemented in the real world. This provides a huge increase in productivity and savings of costly rehearsals space and the time and energies of the dancers or devices. Because patterns can be modeled so efficiently, more interesting and complex patterns can be implemented. New unprecedented art can be created.

REAL WORLD MODELING

In computer graphics, objects can move through each other and occupy the same virtual space.

In computer graphics, objects can move through each other and occupy the same virtual space.

This is not possible in the real world.

This is not possible in the real world.

Latona creates virtual patterns in code and on screen that accurately account for object dimensions and movement characteristics.

Latona creates virtual patterns in code and on screen that accurately account for object dimensions and movement characteristics.

Once the patterns are created, “point in time” data can be transferred to the devices or visual presentations can be generated for human participants.

COLLISION DETECTION AND CORRECTION

Latona accurately considers the space an object is consuming during the dance. These considerations include the object’s dimensions, rates of acceleration, velocity limits and its orientation (state of rotation) at every millisecond. Without accurate consideration for these factors, accurate collision detection is not possible.

Latona has techniques for avoiding and correcting for collisions. This video shows some of these techniques.

Latona has algorithms for selecting the best method for the situation or offering the variations as parameters for the artist.

SIMULATIONS AND HIERARCHICAL FAILUP

Latona algorthms can generate movement through random processes. Sometimes these processes run into problems. Maybe all the tracks ended in the corner and cannot move as described in the next phrase of the music. As a result, we created a hierarchal structure for trying new things within limits and failing up to previous versions of the run.  Building on this, we also created a system for optimization where we define criteria we are looking for in the pattern. If we have a successful run, this run is ranked in terms of the criteria we are targeting. The longer we let the algorthmm run, the better is our target value. The better the target value, the more interesting the pattern is likely to be artistically.  As an example, we have a optimation for X and Y axis crosses. We can optimize so that patterns are generated that maximize the number of times the audience see object dancers cross each other in the site plain.

Latona algorthms can generate movement through random processes. Sometimes these processes run into problems. Maybe all the tracks ended in the corner and cannot move as described in the next phrase of the music. As a result, we created a hierarchal structure for trying new things within limits and failing up to previous versions of the run.

Building on this, we also created a system for optimization where we define criteria we are looking for in the pattern. If we have a successful run, this run is ranked in terms of the criteria we are targeting. The longer we let the algorthmm run, the better is our target value. The better the target value, the more interesting the pattern is likely to be artistically.

As an example, we have a optimation for X and Y axis crosses. We can optimize so that patterns are generated that maximize the number of times the audience see object dancers cross each other in the site plain.

MAPPING PATTERNS TO MUSIC

Latona can map the timing of beats and accents in music and coordinate them with the patterns. The basis of time is the beat. Since tempos can change, Latona can adjust and patterns to match and insure speed limits of agents are honored.

Latona can map the timing of beats and accents in music and coordinate them with the patterns. The basis of time is the beat. Since tempos can change, Latona can adjust and patterns to match and insure speed limits of agents are honored.

DESIGN FOCUSED ON REAL WORLD

At Latona, we do not focused on presenting beautiful graphics. Instead, we focused on creating art in the physical world using the computer as a tool. The graphics may look simple but the process behind these movements is deep. Graphics are only shown that have the accurate physics and mathematics supporting the representation. In other words, the art is not in the colors and shapes you see on the screen but rather the simulation of movements. We want to realize something in the physical world. We want to give pleasure in the viewing of physical objects moving to music. Or more immersive, we want to give the experience of being moved in these patterns. This is the end product.

{In development and scheduled for release in 2019, Integration with the Unity Framework for rendered high quality videos and 3D virtual viewers that will allow patterns to be viewed from any angle}