7 research outputs found

    Visualising rave music in Virtual Reality: symbolic and interactive approaches

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    In 2019 the virtual reality experience Cyberdream VR was presented at various events including the Event Two exhibition of computer art held at the Royal College of Art. This short demo for Oculus Gear VR provided a c.5 minute sonic journey, in which the user moves through a series of symbolic environments based on the futuristic techno-utopian or dystopian imagery of 90s rave fliers. These environments accompanied an original soundtrack of rave music and vaporwave, allowing users to enjoy the music whilst feeling as though they are inside synaesthetic virtual spaces related to the symbolic imagery of rave culture. This paper will discuss the subsequent development of this project, which is now being adapted for the Oculus Quest VR headset. Rajmil Fischman’s concept of ‘Music in the Holodeck’; the fictional ’holophonor’ instrument from the TV series Futurama; or the video game Rez Infinite, are among those that suggest paradigms for performing sound and visuals in VR. Drawing upon these ideas, the current iteration of Cyberdream allows the user to trigger ‘sound instruments’ with the Oculus Quest Touch controllers. This is conceived as a means through which the user can ‘paint with sound’ in 3D space, improvising with the music, whilst also generating synaesthetic imagery. The design of these sound instruments presents interesting challenges, in order for sound to be generated in correspondence with visual imagery, where these materials may complement both the music and spatial environments. Drawing on the author’s VJ work, at the macro level of compositional structure, the latest version of the project also seeks ways to provide a more continuous experience analogous to a DJ or VJ set, through blending of music tracks between scenes. This paper will discuss on-going work on this project, advancing the discourse regarding the visualisation of hardcore rave music in virtual reality

    A Case of Cooperative Sound Design

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    In this design case study, protocol and linkographic analysis are applied to a task of cooperative vocal sketching, proposed in the scope of educational research activities. The understanding of the cognitive behaviors involved in sound creation is aimed at setting the ground for the development of rigorous, designerly evaluation practices tailored to sound design, all the way to the final interactive product. Relevant qualitative and quantitative information about the creative process informs the assessment and possibly improvement of sound design methods

    2018 IEEE 4th VR Workshop on Sonic Interactions for Virtual Environments (SIVE)

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    Reflections from five years of Sonic Interactions in Virtual Environments workshops

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    For the past five years, the authors have been running at the IEEE Virtual Reality Conference a Workshop called Sonic Interactions in Virtual Environments (SIVE). The main goal of the workshop series has been to increase among the virtual reality community awareness of the importance of sonic elements when designing multimodal and immersive virtual environments. Starting from this experience, this paper presents a survey of the main active research topics related to sound in virtual and augmented reality (VR/AR), ranging from basic research in spatial audio rendering and sonic interaction design to applications in interactive environments for training, health, rehabilitation, entertainment, and art. Looking at the different research topics emerging from laboratories worldwide, the paper discusses how different research communities can collaborate and benefit from each other in order to increase sound awareness in VR and AR
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