Participating Artist






Patrick Gunawan Hartono


Born February 23, 1988


Education
Master of Music in Sonic Arts, Goldsmiths, University of London, UK
Bachelor of Music in Composition, Codarts, Rotterdam Conservatory
Computer Music Course (minor), Institute of Sonology, The Hague, Netherlands
In Vivo Electro Live (Live Electronic Music Course), IRCAM, Paris, France

Electroacoustic Composition
2014
And The Dead Shall Has No Dominion | Electroacoustic Composition for
2013 – 2016
Kecapi Series (I – III) | Multichannel Algorithmic Composition
2013 – 2016
Noise to Signal | AudioVisual Composition, based on the process of gamelan making
2013
Jambatan | Composition for Ensemble with Multichannel Live Electronic and Visual
Land of God | Sound Scape Composition of Bali, Indonesia
2012
Bonang and Electronic | Solo Bonang (gamelan) with Tape

Octophonic Speaker
2014 – 2015
Benjolin | Electroacoustic Composition for Octophonic Speaker
2015
Sound Scape of Frankfurt , Soundscape composition, based on the field recording of Frankfurt, Germany
Circle , Live electronic composition for Gamelan (pesindhen/singer)

Audiovisual Composition
2018
Trapped | Live Game Audio Composition
2017
Unity | Live Generated Audiovisual Composition
2014 – 2016
Matrix Studies | Analog Music (Synthesizer) with Realtime visual
2013 – 2016
Noise to Signal | Live Generated Audiovisual Composition
2013
Water, Light, and Sound | Audiovisual Composition


Selected Performances
2019
ARTJOG Common Space, Jogja National Museum, Yogyakarta, Indonesia
Spectra Festival, Kuala Lumpur Performing Arts Center, Malaysia
2018
International Computer Music Conference, Daegu, South Korea
2017
International Computer Music Conference, Shanghai Conservatory of Music, China
Europhalia Festival, Brussels, Belgium
Theater Salihara, Jakarta, Indonesia
2017
Post – Festival, TIM, Jakarta
2016
Noodle – Bar Rotterdam, The Netherlands
4D sound hack day at ZKM, Karlsruhe, Germany
Audible Vision Conference and Festival, Goldsmiths, University of London
Sound-Image Colloquium, University of Greenwich
Pekan Komponis Indonesia 2016, TIM, Jakarta, Indonesia

Awards
2013
Asian Grant from Codarts, Rotterdam Conservatory
Finalist of International Electroacoustic Music Young Composers Awards, Taiwan
2016
Graduated with Cum Laude from Codarts, Rotterdam Conservatory
Postgraduate Excellence Scholarship, University of London, Goldsmiths
2017
International Computer Music Association (ICMA) Audience Awards



Trapped

Variable dimensions | Site-specific gamified audiovisual installation
1/3
2018-2019


Konsep Karya
Trapped adalah instalasi permainan audiovisual khas-tapak yang menerapkan sonic pathfinder dalam konsep dasarnya. Sebagai akibatnya, indra pendengar digunakan secara dominan untuk menavigasikan lingkungan virtual, hal yang tidak lazim bila dibandingkan dengan mayoritas permainan komputer yang umumnya bersandar pada tangkapan visual. Ini melibatkan penelusuran unsur-unsur performatif dan estetik permainan komputer melalui mekanisme permainan (unity3D), algoritme binaural 3D (resonansi audio Google) untuk menciptakan konteks audiovisual permainan. Karakter permainan "E" diciptakan dan secara interaktif dikendalikan oleh pengunjung menggunakan gamepad. Seperti umumnya permainan FPS, E juga mencari musuh. Namun, alih-alih menggunakan objek antagonistik biasa (visual), musuh direpresentasikan oleh objek sonik yang ditempatkan acak di lingkungan virtual 3D dan satu-satunya cara untuk melacak posisinya adalah dengan mendengarkan arah suaranya; di sinilah di mana algoritme binaural 3D diterapkan. Sejak awal 2018 penelitian mendalam telah dilakukan untuk menentukan materi (bunyi) yang baik untuk objek sonik, misalnya suara dari masa lalu yang menyiratkan kejadian tertentu. Jenis-jenis karakter bunyi ini tidak hanya berfungsi secara semiotik tetapi juga merupakan ekspresi emosional yang membuka perspektif dan pendekatan antardisiplin, yang tak pelak memberikan kontribusi terang bagi pengetahuan yang sudah ada dalam ranah media baru dan musik interaktif.

Trapped is a site-specific gamified audiovisual installation that implemented sonic pathfinder into its underlying concept. Consequently, the auditory sense is used predominantly to navigate the virtual environment in which quite uncommon in comparation to the majority of computer game that generally relies on the visual sight. These involve the investigation of the aesthetic and performative elements of computer game through the use of game engine (unity3D), 3D binaural algorithms (Google s resonance audio) to create the virtual environment in gamified audiovisual context. A game character named "E" is created and interactively controlled by the visitor using a gamepad. Like in the general FPS game, E is also seeking for the enemies. However, Instead of using the ordinary antagonistic object (visual), the enemies are represented by the sonic objects that placed within random locations of the 3D virtual environment and the only way to track their position is by listening to their sound direction; here is where the 3D binaural algorithm implemented. Intensive research has been conducted since the early of 2018 to determine the right material (sound) for the sonic objects, i.e., sounds from the past which implies a particular occurrence. These kinds of sounds character do not only function semiotically but also as an emotional expression which opens up an interdisciplinary perspective and approach, which undoubtedly provided a clear contribution toward existing knowledge in the field of interactive music and new media.