INTERACTIVE · THREE.JS FLUID SIMULATION
Where sounds breathe
A creative process journal · Graduation project 2026
Kim Jaewon · Supervised by Andreas Schlegel · LASALLE
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