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Louise Harris
Louise Harris

audiovisual composer, sound artist

  • About
  • Work
    • Interpreting Data through Creative Audiovisualisation (IDCA) – RSE-funded Fellowship
    • filigree traces
    • Composing Audiovisually
    • Visaurihelix
    • Alocas
    • pletten
    • fuzee
  • Performances, festivals, installations
  • IDCA Project
  • Porthia Press
  • Contact
  • News
Louise Harris

audiovisual composer, sound artist

plexus

Louise, March 30, 2016August 15, 2016

plexus: braid, interweave, entwine.

plexus is a companion piece to pletten, and is a dual screen audiovisual work that is intended for playback on two opposite walls of a dark, square space but can also be exhibited side by side.

The work is a continuing exploration of simultaneous compositional process and the development of complementary sonic and visual forms on a micro- and macro-structural level. Ideally, the two screens should be displayed opposite one another, with the audience situated in the centre of the two, allowing them to engage with the sonic and visual structures being formed in a variety of ways, both within the work itself and in the way the work behaves in a confined space.

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work

Callicassini

Louise, April 24, 2017April 24, 2017

Callicassini is a two-screen audiovisual work made in response to NASA’s James Webb Space Telescope. The piece uses the honeycomb shape of the telescope as a reference point, and is composed using sound recordings made publicly available by NASA, primarily those of radio emissions from Saturn recorded by Cassini, in…

work

ic2

Louise, October 13, 2015August 22, 2018

ic2 is the next stage of the evolution of my performance work, intervention:coaction. ic2 is a live, audiovisual, beat-and-noise-based performance work. The intention is to create a symbiotic system, in which live decision making by the performer impacts on both the audio and visual components of the work but also…

work

NoisyMass

Louise, July 31, 2018July 31, 2018

NoisyMass is a live audiovisual performance work based on the game, Simon, in which one remembers sequences of button presses based on colours/sound being heard. NoisyMass incorporates game play, alongside increased risk and unpredictability, into my live audiovisual performance work.  Built in Max, pd and processing, with the hardware constructed…

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