Akousma is a concert promoter whose mandate is to present works by experimental digital music artists. Their works are presented in several forms: acousmatic, mixed, in videomusic or integrated with other art forms. To promote the work of local artists, Akousma strives to present concerts throughout Quebec and beyond. The music of Quebec artists is also put into perspective by inviting international artists to take part in our international festival of immersive digital music.
COMPOSITE #41
October 15, 2024 - presented by AKOUSMA in collaboration with Ubisoft Montréal



Ubisoft is a creator of worlds committed to enriching gamers' lives through unique and memorable gaming experiences. Its international teams create and develop a diverse portfolio of games, including brands such as Assassin's Creed®, Brawlhalla®, For Honor®, Far Cry®, Tom Clancy's Ghost Recon®, Just Dance®, The Lapins CrétinsTM, Tom Clancy's Rainbow Six®, The Crew® and Tom Clancy's The Division®. Ubisoft employs 19,000 people in more than 30 countries worldwide.
OCTOCOSM[E] is an immersive installation that invites the public to manipulate two interactive instruments to explore the possibilities of experimental audiovisual synthesis. The analog-inspired instruments consist of material generators that produce simple, colorful and complementary sounds, shapes and textures. When touched, each parameter on their control panel modifies both the sound and video projected. Audiences can interact with the instruments freely and without prior knowledge, enabling discovery, experimentation and creation in real time. The installation offers participants the chance to immerse themselves in the exploratory state into which the artist enters during the creative process. Through its multiplicity, it also makes possible a collaborative and shared experience among the public. In this way, the public finds itself at the heart of the work, in control of it and able to make it react according to the inspiration of the moment.


No computer, no video projector: these are the constraints of Visiophare, which aims to offer an 1 alternative and decreasing vision of projected art: more accessible, more eco-responsible, more low-tech. It's a return to our roots, based on the principles of the Magic Lantern, the first image projector invented in the 17th century. The Visiophare collaborative design project seeks to recycle and improve old projectors to make them accessible tools of mapping expression. Taking the form of an open-source community, it features a forum, video tutorials, a website and construction plans to share as many of your finds as possible.
Cosimu is an NPO created by a group of artists and composers with the aim of offering innovative resources for creative pedagogy. Thanks to its intuitive approach requiring no prior knowledge, the application contributes to the democratization of the creative arts.


Nuo Ranku is a project that encourages users to explore the work through touch, fully engaging them in an immersive experience. By integrating tactile textures and sound variations, we encourage discovery and interaction with different regions of the painting. The work is built around the concept of dialogue: the musical recordings we hear are the work of two blind members of our team. This sonic dialogue is enriched by field recording sounds, drone sounds and color descriptions, evoking the idea of the voice transmitting the messages received to the blind. The user is thus invited to take part in the dialogue, with each movement modifying the sound composition and making him an actor in the installation. This sensory approach enables everyone to immerse themselves deeply in the work, activating all human sensory capacities for active and complete participation.
Mezzo Forte offers the integration of sound augmented reality experiences via bone conduction for: cultural/artistic and natural places of interest (museums and parks) as well as performance venues (concerts and immersive performances). For the former, the Agami platform is proposed: an interactive tour system based on the geolocation of sounds, linking cultural institutions, selected creators and the public. For the latter, the integration of bone conduction technologies and specially-developed audio content creates multi-layered, up-close performative sound experiences for spectators and musicians that would otherwise be impossible to achieve.

The project involves preserving the sounds of a Swiss Alpine glacier by encoding them in synthetic DNA. Underwater microphones have captured the sounds of the rapidly receding glacier's internal melt. These recordings will be transformed into DNA molecules, sealed in a capsule, then stored near the glacier so that future generations can access them, even if the glacier disappears. In 100 years' time, these sounds can be retrieved and listened to again in the empty valley left by the glacier. The project addresses the impact of climate change while preserving the glacier's unique environmental and acoustic heritage.

Over the past few years, my musical practice has led me to develop the foundations of a method for designing virtual sound spaces, between convolution reverb and 3D modeling. My approach, which is rooted in the sound mapping of imaginary or vanished places, has taken on a whole new meaning in the face of the major upheavals of the last 12 months. Faced with an unprecedented flow of digital data, and a very real context of “poly-crises”, what role can the digital arts and their players play in the preservation, archiving and transmission of collective memory?

Minute announce and inspiration:
- Félix Ménard – Indépendant / UQAM
- Gaël Salefranque, Artiste visuel et Level designer junior
- Essaimage de Audiotopie
- Wandering at the Exit of Deity de Eyez Li
- The Vibe or AI de Liliane Murdoch, Sophie Wu, Alexander Chen Double
- Experience de Unstandard Studio