
Short Description: B:N:S transforms urban noise pollution into immersive, therapeutic soundscapes through a nature-inspired biomimetic sound algorithm. Drawing from the principle of biophony, the project reimagines chaotic city sounds as opportunities for harmony and mental well-being.
Long / Full Description: The core concept of B:N:S is to dynamically assign frequency ranges to symbolic urban “vehicles” (interactive Orbs), preventing acoustic masking and creating calming soundscapes. The installation features two phases — Pollution (dissonant, aggressive layers) and Symbiosis (harmonic, nature-inspired fields) — where visitors become agents of change through movement and proximity. A VR environment was built in Unreal Engine and stress-tested at the Max Planck Institute for Empirical Aesthetics (MPIEA) with 37 participants, measuring heart rate and subjective emotional responses.
Tags / Keywords: biomimetic sound, urban soundscape, responsive environments, AVAS design, immersive experience, spatial audio, stress-aware systems, smart city sound design, Ambisonics, VR, biophony
Tools / Technologies: Max/MSP (biomimetic sound algorithm), Unreal Engine 5.4.4, Meta Quest 3, Virtuix Omni VR treadmill, SteamVR, Reaper, multichannel Ambisonics speaker layout
Collaborators:
- Impulse Audio Lab (IAL) — biomimetic algorithm co-development
- MPIEA (Max Planck Institute for Empirical Aesthetics) — stress-testing partner
- Jordi Esteve Pastor — product design / CAD modeling of the Orb
