simulcast

Death and the Powers Global Simulcast


Summary

A two-hour technologically enhanced opera simulcast to ten cities around the globe from the Dallas Winspear Opera House. The opera incorporates a chorus of robots, ambisonic surround sound, three 30-foot autonomous LED walls, and a set of mobile applications that allow the global audience to interface with the live performance.

Press

Role

Mobile App and Simulcast System Design and Development

Budget

Simulcast ($100,000), Full Production ($750,000)

Venue

MIT Media Lab and Dallas Opera House

Timeline

Simulcast (4 months), Full Production (3 years)

Technologies

Objective-C, Java, Mobile Devices, Node.js, Quartz Composer, Websockets, Servers and Load Balancers (Python), Web GL and Graphics, Frequency Shift Keying, Audio and Video Streaming, Satellite Broadcast, Wifi, Networking, OSC, ArtNet, MIDI, Body Sensors

Production Systems Development

App and System Design:

For the production run with the Dallas Opera, the opera was simulcast to several other venues. To augment the remote viewer’s experience, a companion mobile application was developed that allowed for interactivity with the live show.

Technical Systems:

There were many complex technical systems involved in producing the opera, including sensors, speakers, consoles, robots, and lights.

App Screenshots:

The companion mobile application featured many interactive elements throughout the performance including video, randomized animations, pluckable harp strings, interactive robot models and the ability to upload a facebook profile into ‘the system’.

Mapping, Animation, Control, and Broadcast Software:

The MIT Media Lab Team designed custom mapping, animation, and control software for the walls, chandelier, and audio systems.

Simulcast Application System:

In addition to the mobile applications (for iOS and Android), software was developed to monitor all the mobile connections, trigger specific and randomized events on all devices, and to manage globally distributed content.

Trigger Demos:

All of the interactive mobile moments were predetermined, cached, and dynamically triggered. Many of the interactions were randomly triggered, resulting in a unique experience for every audience member.

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