The Brain Opera Technical Systems


by Joseph Paradiso




There is such an enormous amount of innovative technology that has been developed for the Brain Opera that it is impossible to mention it all here. Brain Opera technology is a natural extension of the Hyperinstruments project, started at the MIT Media Lab in 1986 by Tod Machover and Joe Chung, and joined by Neil Gershenfeld in 1991 and myself in 1993. At first designed to enhance the virtuosity of some of the world's greatest performers, from Yo-Yo Ma to Prince, hyperinstruments started evolving in 1991 towards the development of expressive tools for non-professional musicians. The Brain Opera is the culmination to date of this work, and points the way to the further development of expressive objects (furniture, remote controls, clothing, etc.) and responsive environments (including living rooms, concert halls, and department stores).

Among the more significant new hardware developments for the Brain Opera are the Harmonic Driving system, the Melody Easel, the Rhythm Tree, the Gesture Wall, the Digital Baton, the Singing and Speaking Trees, and the Sensor Carpet. Among the project's numerous software innovations are the Singing Trees (analysis of every nuance and "feeling" of vocal quality); Harmonic Driving (parametric algorithms that allow a piece of music to be shaped and "personalized" while it is playing); the Rhythm Tree (which analyzes multiple-person behavior to create a complex systemic reaction); the Performance Hyperinstruments (which forge an array of continuous gesture and discrete positional information into intuitive, natural controls); and the entire Brain Opera system, which is itself a complex networked environment capable of integrating new elements into an existing structure automatically or in human-assisted fashion.

Below is a graphical and technical discussion of the technological developments of each of the individual Brain Opera experiences:


Harmonic Driving



The presence of a seated participant is detected when a light beam pointed at the chair is interrupted. The user controls the experience with a novel joystick made from a large, bendable spring. Two-axis bending angles are measured using capacitive sensing to detect the relative displacement between the spring's coils at its midpoint. Twist is also measured with a potentiometer that rotates through the relative angle between the top and bottom of the spring.


Melody Easel



We use a pressure-sensitive IntelliTouch Screen from ELO, based on ultrasound propagation through the screen surface.


Rhythm Tree



A simple microprocessor on each pad analyzes the signal coming from a piezoelectric strip, which picks up the strike. Parameters describing this signal (which reflect the way in which the pad was hit, allowing dexterous and expressive control going beyond simple strike velocity) are sent across a shared serial network to a host processor, which formats the data into MIDI and passes it to the main computer running ROGUS. Up to 32 pads can be daisy-chained (like a string of Christmas lights) onto a single host and bus line. We will have 10 such strings running in the Brain Opera Lobby. Each pad also houses a bright LED, which can be illuminated with a dynamically variable intensity.


Gesture Wall



A performer steps onto a plate that has a harmless low-frequency (50 Khz), low-voltage (10 Volts) RF signal applied to it. This signal is then couples through the performer's shoes and is broadcast through their body to a set of four pickup antennas located on goosnecks around the perimeter of the screen. These signals change with the distance of the performer from the respective sensors (an LED mounted in each sensor glows with increasing intensity as the performer's body approaches). The sensor data is transferred to a PC running ROGUS, where it is analyzed for gestural characteristics. Before starting the experience, the user must calibrate out the coupling strength of their shoes and body mass, which vary considerably from person to person. This is accomplished by touching a reference pickup electrode, which adjusts the transmitted signal such that every participant radiates equally.


Digital Baton



A small microprocessor in the baton samples signals from 5 pressure-sensitive resistors potted into the baton skin (to measure finger and hand pressure) and 3 orthogonal accelerometers in the baton base (to measure sweeping gestures and beats). These signals are sent through a wire to the host computer running ROGUS. A camera housing a position-sensitive photodiode looks at an infrared LED mounted at the baton tip. This camera is only sensitive to the 20 KHz signal emitted from the LED; all other light sources are ignored. The photodiode in the camera directly produces a signal that determines the horizontal and vertical coordinates of the baton tip; no video processing is required. Click here to see an older schematic diagram of the Digital Baton.


Audience Sensing in the Performance Space



A Sensor Floor, composed of a mat surface atop a matrix of 64 pressure-sensitive piezoelectric wires, measures the position and intensity of footsteps. The upper body motion is sensed in this region with a system based on Doppler radars and/or ranging sonars.

Forest Stations


A floormat switch detects the user's presence, and starts the experience. The user then navigates through the interactive database using a hand-held piezoresistive mouse that detects the center of pressure of the thumb, and moves the pointer accordingly.