INTERACTIVE · THREE.JS FLUID SIMULATION

Where sounds breathe

A creative process journal · Graduation project 2026

Kim Jaewon · Supervised by Andreas Schlegel · LASALLE

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ABOUT THE PROJECT

What if the sounds of a place could be seen and touched?

Where Sounds Breathe is an audio-information pond: a virtual space where the ambient sound of a real location is made visible, touchable, and navigable. The project treats field recordings of Bugis and East Coast Park as the driving force behind a fluid particle system, so that every ripple, every crystal glint, every flicker of colour traces back to something that was actually heard in that place.

Instead of representing sound as a waveform, the pond represents it as weather: a condition of the space that the visitor walks into, rather than an object they examine from outside. The interior becomes the instrument, and the visitor's motion tunes it.

Three pillars

Audio visualization

Every visible particle is steered by the same audio streams a visitor hears, so sight and sound arrive from one source of truth.

Virtual tourism

Two Singaporean places, Bugis and East Coast Park, are rendered as interiors, not backdrops, letting the visitor dwell rather than glance.

Embodiment interaction

Gaze, pointer, and footfall are treated as first-class inputs, turning the body into the instrument that tunes the pond.

FINAL WORK

The completed pond

Bugis Glass interior · amber
East Coast Park Forest at dusk · bioluminescent
Explore the 16-week process →