FromSoundArttoVirtual/Augmented/MixedReality:theexpansionofimmersion
andagencythrough3Dandinteractivesoundindigitalmedia.
JuanFelipeCorrea
AresearchpapersubmittedtotheUniversityofDublin,
inpartialfulfillmentoftherequirementsforthedegreeof
MasterofScienceInteractiveDigitalMedia
2017
ii
Declaration
IhavereadandIunderstandtheplagiarismprovisionsin
theGeneralRegulationsoftheUniversityCalendarforthe
currentyear,foundat:http://www.tcd.ie/calendar
IhavealsocompletedtheOnlineTutorialonavoiding
plagiarism‘Ready,Steady,Write’,locatedathttp://tcd-
ie.libguides.com/plagiarism/ready-steady-write
Ideclarethattheworkdescribedinthisresearchpaperis,
exceptwhereotherwisestated,entirelymyownworkand
hasnotbeensubmittedasanexerciseforadegreeatthis
oranyotheruniversity.
Signed:_______________________________
JuanFelipeCorrea
12May2017
iii
Permissiontolendand/orcopy
IagreethatTrinityCollegeDublinmaylendorcopythisresearchpaperuponrequest.
Signed:_______________________________
JuanFelipeCorrea
12May2017
iv
ACKNOWLEDGEMENTS
IwouldliketothankNatasaPaulbergforallherguidanceandsupportinthedevelopment
ofthispaper.Iwouldalsoliketothankallthelecturersinthecoursefortheircontributions
inmyexpansionoftheunderstandingofdigitalmediainpresenttimes.
v
JuanFelipeCorrea
MScInteractiveDigitalMedia
ThesisTitle:FromSoundArttoVirtual/Augmented/MixedReality:theexpansionof
immersionandagencythrough3Dandinteractivesoundindigitalmedia.
Supervisor:NatasaPaulberg
Year:2017
Abstract
Thispaperisintendedtoexploretheoverlappingconceptsofsoundartwithvirtualreality,
focusingespeciallyonimmersionandagency.Contemporaryartinthe60s,andparticularly
soundartists,engagedinareconfigurationabouttraditionalunderstandingaboutart,its
exhibitionspaces,andtherelationshipbetweenartistandaudience.Throughthis
questioning,itexploredchangesinspacethroughsoundtranslocationandspatialization,as
wellaswithinteraction.Thisinteractive,two-waycommunicativerelationbetweenartist
andaudienceenabledpeopletoshiftfromapassiveabsorbingstatetoamorecreative
activeone.Theartistandtheaudienceareco-creators;theyareinasamelevelposition.
VirtualReality,withtheuseof3Daudioandinteraction,alsoimmersepeoplein
environmentsthatbreakdichotomiesbetweenartistsandaudience,artandperson,and
placethepeoplewithinthepieceofart.ThefeelingofimmersioninVRisstrengthenwith
interaction,whichenablespeopletoalterthecontentofthevirtualworld,hencecreatinga
soliderfeelingofimmersionthroughaconvincingsenseofagency.Digitaltechnologyoffers
newpossibilitiestoengagehumansincreativeendeavorsthatnolongerdependonlocation
ormoment.Themobilityandcomputingpowerofnewtechnologieshavetakenonemore
steptothefront,theideasthatwereonceconceivedwithincontemporaryart.
ThedevelopmentofthisworkisbasedonabackgroundresearchonsoundartandVRanda
synthesisandanalysisofconcepts.Theseconceptsarethenevidencedincasestudiesof
recentvirtualrealityprojects.
vi
TABLEOFCONTENTS
ListofFigures
1. Introduction1
1.1Contextandprojectdescription.1
1.2MotivationandGoals.2
1.3ResearchQuestionandcontribution.3
1.4PaperStructure.3
2. Background/LiteratureReview
2.1Introduction4
2.2SoundArt4
2.2.1SpaceandImmersion5
2.2.2Interaction9
2.2.3Conclusion11
2.3SoundDesignandInteractiveAudio12
2.3.1Linearmediasound(Film,Television)12
2.3.2Nonlinearmediasound15
2.3.2.1GamesSound15
2.3.2.2VirtualReality17
2.3.2.3VRSoundTechnology20
2.4Discussion25
2.5Conclusion29
3. Casestudies:ImmersionandInteractioninVR29
3.1Introduction29
3.2Works30
3.2.1GhostbustersTheVoid.30
3.2.2PlayStationVRWorlds.31
3.2.3Playthings:MusicalVRPlayground34
3.2.4GnomesandGoblins.35
3.3Conclusion36
4.GeneralConclusion37
References39
viii
LISTOFFIGURES
Figure1:RecycledSoundscapes(2004).6
Figure2:SoundFiledIV(1995)7
Figure3:PlaytheBuilding(2005)8
Figure4:Vicissitudes(1998)10
Figure5:Traditionalapproachvs.participativecommunication.(2005)16
Figure6:RVContinuum.(1994)18
Figure7:Sensorama. 19
Figure8:HeadMountedDisplay. 19
Figure9:PlayStationVR,OculusRift,HTCViveheadsets 20
Figure10:ITDandIDLbasedonfrequency 22
Figure11:Front/Backambiguousperceptionofsound. 22
Figure12:VRlinearandinteractive 23
Figure13:TheVoidphysicalobject 30
Figure14:TheVoidvirtualobject 30
Figure15:OceanDescent 33
Figure16:PlayStationVRWorldsMenu 34
Figure17:PlaythingsGameplay 34
Figure18:GnomesandGoblins 35
1
Chapter1
Thisfirstchapterisintendedtoexplainthecontextoftheresearcharea,whatthisproject
consistsof,andwhyitisimportant.Itwillalsodefinethescopeofthisresearch,its
motivations,goals,andthegeneralstructureofthepaper.Itwillpointoutthepresentrise
ofVirtual(VR),Augmented(AR)andMixedReality(MR)technology,andhow,throughan
analyticaldescriptionandcomparisonofsoundartandVR,aparallelcanbecreatedto
mergebothfields,exploringnewcreativepossibilities.
1.1Contextandprojectdescription
Thereisaninevitableriseinpresentdaysofvirtual,augmentedandmixedreality
technology.Afterdecadesofresearchanddevelopment,thetechnologythatwasonce
availableonlyonspecialresearchfacilitiesisnowbeingofferedmassivelyforthegeneral
public.OculusRift,HTCVive,GearVR,GoogleCardboard,MicrosoftHololensandmany
otherdevices,arenowavailableforconsumers.AccordingtoDigi-capital(2017),theAR/VR
marketin2016was$3.9billiondollars.Eventhoughthehypearoundthistechnology
createdbefore2016hasstumbledwithreality,generatinglessrevenuethanexpectedand
shiftingthefocusmoreonARthanonVR(Digi-capital2017),thefactisthatthistechnology
hasfinallyarrivedandthisisthereasonwhyitisnecessarytodiscussandresearchthe
possibilitiesthatthisnewmediumoffersindiversefieldslikearts,entertainment,
enterprise,andeducation.
Forthispaper,theareaofresearchwillcenteronspaceandinteractioninsoundartandVR,
andtheparticularroleof3Daudioandinteractivesoundinnewmedia.Thefirstsectionof
thisprojectwillintroducebasicconceptsofsoundartfocusingonspaceandinteraction.It
willthenexplaintheroleofsoundinlinearandnonlinearmediaandthroughthis,compare
conceptsandtechniquesusedinsoundartinrelationtoVR,findingsimilaritiesand
differencesbetweenbothmediums,andshowinghowtheconceptsofbothworldsoverlap,
thusprovidinganinterestingnewareaofexperimentationanddevelopment.
2
1.2MotivationandGoals
Therearethreemainmotivationsforthisresearch.Thefirstoneistocompensatethe
traditionallackofimportancegiventosoundasanareaofresearchandasamaincreative
toolinmedia.AsFraninovicandSerafin(2013.p.1)state,“soundhasbeenaneglected
medium,withdesignersrarelyawareoftheextenttowhichsoundcanchangetheoverall
userexperience”.MichelChion(1994)alsoclaimsthissituationstatingthattraditional
theoriesaroundcinemahaveeludedorsubestimatedtheroleofsoundanditsimportance,
eventhoughfilmandtelevision,aswellasothertypesofmedia,providenotonlyvisualbut
alsoauralinformation.Asecondreasonfortheresearchistheexpansionofthisnew
technologyinrecenttimes,asitcanbeseeninthefinancialearningsstatedintheprevious
section.Eventhoughtherehavebeenpreviousattemptstocommercialize,forexample,
virtualrealitytechnologiesliketheVirtualboyofNintendo,thesetechnologiesneverhad
enoughcommercialsuccess,technologicalevolutionorfinancialinvestmenttoexpandas
theydotoday.Ontheotherhand,twoyearsago,asSolomon(2014)informedinForbes
magazine,FacebookdecidedtobuyOculus,amajorVRdevelopingcompany,givingthe
sectoramassivefinancialboost.ThisabsorptionofOculusbyFacebookcombinedwiththe
impressiveexpansionofsmartphonesisalsoveryimportantfortheriseofthisnew
mediumsinceARandVRcontentcanbedevelopedforthishardware.AccordingtoThe
Economist(2015)halfofthepopulationontheplanethasasmartphoneintheirpockets,
anditwillprobablygrowto80%ofthepopulationby2020,amplifyingmassivelythe
possibilitiesofofferingAR,VRandmaybeevenMRexperiencestohugeamountsofpeople.
Thispresentcontextmakesitinevitabletofocusonthistechnologyanditspotentialuses.A
thirdmotivationfordoingthisresearchisrelatedtoartandtheconceptualchanges
promotedinthe60´sbycontemporaryartists,especiallyfocusedonsoundart,who
changedtheinstitutionalizedtraditionsaroundart.Itisinterestingtoexplorehowthese
ideasareapplicableinthenewdigitalera.AsClaudiaTittel(2009)explains,sincethe
1960´s,ashiftinthewaythatartistsperceivedaudiencesandartitselfcreatedasubversion
oftraditionalconventionsregardingparticipation,space,andimmersion.Theideasthat
motivatedtheexpansionofsubversiveartistsincludedtheruptureofthedivisionbetween
artistsandaudience,theco-creationofanartwork,andthealterationofspaceamongmany
others(Licht,2009).Itisinterestingthentoseehowtheseideasareoverlappedoncurrent
3
socialandtechnologicalcontextstoseehowtheyarestillapplicableandhowtheycanbe
expandedinwaysthatpreviousartistsneverimaginedpossible.
Onegoalofthispaperisto,first,makeanoverviewofsoundinmediaandseeits
applicationsincurrentinteractivetechnologiesfocusingonimmersionandagencyinVR.A
secondoneistodrawaparallelbetweensoundartandVRtoestablishcommonpointsand
exploreinteractivesoundasakeyelementforimmersionandagency.Thepaperaimsalso,
ingeneral,toprovideevidenceabouttheusefulnessofsoundasatoolforinteractivemedia
capableofenhancingimmersionandinteraction.
1.3ResearchandContribution
ThedigitalworldhasevolvedexponentiallytothepointofofferingtoconsumersVR,AR,
andMRdevices.Howcanartistsandaudiencesinteractinthesemediums?Whatsenseof
agencyisgiventoapersonwithinVR?Whatdifferenceexistsbetweentheimmersive
experiencescreatedinthe60´sandthesonicworldscreatedwith3DAudio?Theaimofthis
paperistodescribeimmersionandagencyinsoundartandseeitstranslationintovirtual
realitytounderstandhowthroughinteractivesoundinVR,thesetwoelementsarefurther
enhancedandexplored.Theanalysisofsoundanditsinteractiveapplicationswill
contributealsototheexpansionofprevioussoundinstallationscenariosthatwerecreated
beforethedevelopmentofdigitalmedia.Afterresearchingaboutsoundinteractivityand
soundart,thereisagapinvolvingthepossiblemergingofthesetwofieldsandageneral
needtodevelopinteractiveaudioanditspotentialbenefitsinanevergrowingdigitalworld
thatneedsexplorationandexpansioninthewayhumansrelatetodigitalcontent:HCI
(humancomputerinteraction)usingsound.
1.4PaperStructure
Thispaperconsistsoffoursections.ChapterOneistheintroductiontothesubject,which
includesthemotivationforthisresearch,aswellasthegoalsofthepaper.Thesecond
chapteranalysessoundartandspecificallypointsouttheideasofagencyandimmersion
promotedfromthisdiscipline.Anothersubsectionofthischaptergivesageneraldistinction
betweensoundforlinearandnon-linearmediaandintroducesspecifictechnical
4
characteristicsofVirtualRealityAudio,anditincludesadiscussionsection,whichexplores
possibledevelopmentspresentonlyinthedigitalworld.Thethirdchapterofthepaper
analysesdifferentVRprojectsthatevidenceinteraction,immersion,andagencymaking
comparisonswithsoundartprojects.Chapterfourprovidesconclusionsaroundthis
comparisonbetweensoundartandVRprojects.
Chapter2
2.1Introduction
Thischapterwillintroducesoundart,explainitsconceptsandoriginsanddefinetwomain
elementsthatwillbeanalyzedindetail.ThesetwoelementsareSpaceandInteractivity.
2.2SoundArt
Findinganabsolutelyprecisedefinitionforsoundartisverydifficult.AsLicht(2009)states,
differentauthorshavetriedtodefineitassoundsculptures,soundwithvisualartconcepts,
orjustartwheresoundisaprimarymaterial.Inhisarticle,hestatesthatthistypeofartis
notconstrainedtoaspecifictimeperiod,aspecificgroupofartistsorauniquelocation.This
ambiguitysupportsthevaguenessandinconsistencyofthetermbutLicht(2009)still
sustainsthattheterm‘soundart’isusefulwhendefining“siteorobject-specific”sound
worksthatarenotmusic.Forunderstandingsoundart,isusefulthentoseesome
characteristicsthatdefinetheartformbutsinceitcomprisesawiderangeofelements,this
paperwillfocusonlyonspacereconfigurationandinteraction.
Sincethebeginningofthe20thcenturyandwithparticularcasesstartingduringthe60s,
sonicandvisualartistswhowantedtochangethetraditionaldichotomybetweenartists
andaudiencepromotedahugechangeinthewayartwascreatedandabsorbed.
“Sincethenineteenthcentury,forinstance,themodernconcerthallhasdevelopeda
physicalandconceptualsegregationbetweena“performingspaceandalistening
space”(BlesserandSalter2007,130)…listenerssitinsilence,thoroughlyimmersed
andemotionallyengagedinthemusic,yetunabletoaffecttheflowofsound.The
5
concertauditorium´sdesign,ChristopherSmall(1998,26-7)argues,notonly
“discouragescommunicationamongmembersoftheaudience”,itisalsoplanned“
ontheassumptionthatamusicalperformanceisaone-waycommunication,from
composertolistenerthroughthemediumoftheperformers.“(Rogers,2014p.17)”
ArtistslikeJohnCage,MaxNeuhaus,andLaMonteYoung,amongothers,consciousofthe
rigidityofthesephysicalandculturalstructures,startedtochangethistraditional
conceptionofcommunicationandshiftedtoideaswheretheconceptsofmusic,sound,
spaceandaudiencerolewerealtered.AsLicht(2009)states,JohnCage´s4´331,forexample,
breaksthetraditionalhierarchicalrelationbetweencomposerandaudienceandinstead
createsa“listenertolistener”connectionbetweenthem.Anotherinterestingaspectof
soundartrelatestothestrongcriticismtorestrainingandinstitutionalizedspacesrelated
toartexhibitions,museums,andauditoriums.Inherarticle,Tittel(2009p.59)saysthat
“artistwereleavingtheinstitutionalframeworkofmuseumsandgalleries…asaprotest
againstconventionalartpractices”,andsheusesMaxNeuhaus´’DriveinMusic’(1967)
soundinstallationasanexamplewherethepublicspacebecomesthenew“gallery”to
“makemusicforall”.Soundartrelatessoundwitharchitecture,environments,interaction,
space,designandecologyamongotherareas.(Licht2009,Tittel2009).Sincesoundarthas
manydifferentelements,thetwomainonesthatareexposedwithmoredetailinthispaper
arespaceandinteractivity.Theseelementsaretheonesthatcanclearlybetransposedinto
virtualrealityandtounderstandthembetterthefollowingsectionwillusesoundart
projectsasawayofexplanationandunderstandingoftheseideas.
2.2.1SpaceandImmersion.
Oldenburg(2013)saysthatsoundartexplorationsincludeexperimentsarrangingsounds
inspace,theeffectsofsoundonthebodyandsonification.Toseesomeofthe
rearrangementsofspacewithinsoundartswecanstartbyusinganexampleshownby
Licht(2009);aworkofMaryanneAmachercalledCityLinks.Heresoundsaretakenfrom
urbanenvironmentsandaretranslocatedtootherspaces.InCityLinks#6,forexample,
14’33isaworkconsistingofthreemovementswherethemusiciandoesn´tplayasinglenote.Allthatisheardistheenvironmentalsoundofthemoment.(Hermes,2000)
6
MaryannecapturestheambiencefromaBostonharborandsendsitmodifiedtoagallery
space.
“City-Linksisapieceinwhichsoundingresourcesof2ormoreremotelocationsare
fedbacktoeachothertoallowforinteractionbetweenmenandsoundatdistant
locations.”(AmacherinLudlow,2010)
Inthisproject,thereisatransformationofaspacebasedontransformationsofthe
perceivedenvironments.Thesesonicvariationsoftheenvironmentsuggest
transformationsnotonlyofaperceivedsoundbutalsoofaperceivedreality.
Inanotherexampleofsoundinstallations,HansPetersKuhnreconstructedthesoundsofa
steelworkthatwasnotlongerfunctioningaswellasRonKiuviladidwiththerecreationof
thesoundsofafactorythatonceexistedinaspecificlocation(Licht,2009).Sound
installationsreestablishalocation,aspaceandthereforeareality(oratleastpartofit)with
theuseofsound.
“Soundcanhelptostructureroomsanddifferentiatebetweenfunctionsand
purposes…maybuildtheillusionofcertaincountriesorlocations.”(Herzer,2014)
Thetransformationoflocationscanbeeitherininternalorexternalpublicplaces.As
FraninovicandSalter(2013)wrote,theprojectRecycledSoundscapes(2004)wasmadeina
publicspacewhereanartifactcaptureddistantsoundsandreproducedthembackthrough
speakersbuiltinotherartifactsonthatspace(seeFigure1).
Fig.1RecycledSoundscapes(Source:Zero-Th.2004)
7
Afterbeingcaptured,thesoundbeingplayedbackcouldthenbealteredbyanypasser-by
thatfeltinterestedtointeractwiththeobject.Withurban-publicprojects,theidea,
accordingtoFraninovicandSalter(2013p.54),istochallenge“legitimizedidentitiesand
socialcodes”,expanding,evenmore,thedisruptionofcontemporaryartnotonlyagainst
traditionalartspacesbutalsoagainstconventionalsocialstructuresandbeliefs.Insound
art,then,thetreatmentsofspacerelatetotransformationsof1)publicareas,2)interior
spacesbasedonrelocationsormutationsofexternalenvironments,asseeninCity-Links,
anditalsosometimesdrawsitsinspirationfrom3)internalstructures(Licht,2009),as
exposednext.Thearchitectureofcertainlocationsaffectsthewaysoundistransmittedand
thus,thewayitisperceived.TheprojectcalledSoundFieldIV(1995),byBernhardLeitner,
usescoveredloudspeakersplacedonthefloor(seeFigure2).
Fig.2SoundFieldIV(Source:BernardLeitner1995)
Thelowsoundsarekeptonthegroundleveland,whenpeoplemovewithinthespace,these
createasensationofmovementthrough“auralwaves”(Licht,2009).Inanotherexample,
wecanseetheuseofthebuildingstructureitselfbecomingpartofthesoniccreationwith
DavidByrne´sPlayingtheBuilding(2005).Herewefindaworkusingplumbing,beams,and
pipesthatareconnectedtothebuildingaswellaswithanorganwhichcanbeplayedbythe
visitors.Theroomitselfbecomesaresonatingbox,aninstrument(seeFigure3).Herethe
useofthestructureismoredirect.Klein(2014)explainsthatsoundartistsusetheacoustic
8
characteristicsofaspace,itsarchitectureanditsvisualtraitstotransformitorreinterpret
itthroughtheuseofsound.
Fig.3PlaytheBuilding(Source:Byrne2005)
Onefinalidearelatedtospaceisimmersion.
“Immersiveenvironmentsthatremapspectatorialhabitsfromone-way
communicationtotwo-wayactivityhelptobindspectatortospectaclebyremoving
thebarriersofpassivityandthephysicalspacebetweenviewerandartexhibition;
listenerandmusicrecital.”(Rogers,2014,p.20)
Theideaofbreakingtheseparationbetweenaudienceandartworkbringsthepersoninto
theworldoftheartpiece.MaxNeuhaus(1993)saysthatwhenhecreatesspaces,the
listenerthatentersintothemslowlychangesitsperceptionofitwhenitstartsfocusingon
thesound;thescalesofthesonicelementschangefromanalmostimperceptiblestatetoa
veryconsciousperceptionoftheauralenvironment.Hisworksimplyabodilyimmersionof
theparticipants.Rogers(2014,p.21)alsotalksaboutthisideawithBillViola´sworkslike
FiveAngelsoftheMillennium(2001)andOceanwithoutaShore(2007)wherean
audiovisualimmersioniscreatedtodetachthepersonfromtherealworldand“theresult
isakintojumpingintoapaintingorintothediegesisofafilm”.
Whentalkingaboutimmersionincontemporaryart,itispertinentalsototalkaboutsound
spatialization.Theruptureofthedivisionofthestageandtheaudiencewasexploredby
movingthesoundingsourcefromthecentralstageintothesurroundingsoftheaudience.
9
Licht(2009,p.4)statesthatduringtheseventeenthandnineteenthcenturies,thehallswere
developedtopropagatesoundcomingspecificallyfromthestage.WorkslikeAntiphonyI
(1953),wherefiveorchestraswereplacedaroundanauditorium,orGesangderJünglinge
(1956),fromStockhausen,whichusedfivespeakersaroundahalltoplaybacksounds,
changedthecentralizedsourcesofsoundandmovedthemtooccupythespaceand
immersetheaudiencesinthesonicenvironment.Infollowingsectionsregardingfilmsound
andtheperceptionofsound,we´llseehowimmersionthroughsoundspatializationwas
createdforfilmandhowitevolvedto3DaudioinVirtualReality.
Inconclusion,wecanseethreecharacteristicsaboutspaceinsoundart.Oneinvolvesthe
useofexternalenvironmentsorsyntheticonesthatcanbemodifiedandtranslocatedto
changeanotherplace´sambience,eitherapublicopenspaceoraninteriorone.Thesecond
characteristictakesintoaccountthestructureofaninternalspace,itsarchitecture,textures,
andgeneralorganization,usingthemtoalterthewaysoundispropagatedandthusmodify
howitisperceived.Thethirdelementisrelatedtoimmersion,andhowtheexpansionof
thesonicambienceandtheincorporationoftheparticipantintotheartproject,dissolves
thedivisionbetweenrealityandthecreatedworldandalsobreaksthetraditionaldivision
betweenartistsandaudience.Thenextsectionwillnowtalkaboutinteractioninsound
arts.
2.2.2Interaction.
Asseeninprevioussegments,soundartisstronglyinvolvedwithspatialreconfigurations
butalsowithinteraction.Itsupportedtheideaofbreakingthewallthatdividedtheartists
fromtheaudience,disruptingitspassivepositionandshiftingittoanactiveone.Itis
interestingtonote,though,thattheimmersiveenvironmentsdescribedbeforecould
involveparticipantsthatwerepassiveand/oractive.Thefactthattheaudienceisimmersed
inanartworkdoesn´tnecessarilymeanthatitcanchangethe“structure,contentorflowof
awork(Rogers,2014,p.21).”Thedifferencebetweenimmersionandinteractionliesin
thispart:thepossibilityofactionofthespectator.
Toevidenceinteractioninsoundart,wecanstartwithanexampleshownbyClaudiaTittel
(2009)wheresheexplainshowChristinaKubisch´sElectricalWalk(2004-2015)promotes
10
asonificationofurbanenvironmentswhereelectromagneticfieldsarepresent.Participants
ofthisprojectmovefreelyaroundthecitieswearingheadphonesthatperceivethese
varyingelectromagneticfieldsandcreatesounddependingonthesevariations.Tittel
(2009)says,“participantsarethusfreetocreatetheirownelectro-acousticalpieces.”This
projectclearlyshowsacharacteristicpresentinsoundartwheretheactionsoftheaudience
aretakenintoaccountandaffectthepieceofart.Actually,thewordaudienceinthiscontext
needstochangecompletelysinceitisnotonlylisteningtotheworkbutitisalsocreatingit;
thewordparticipantorco-creatorcouldbemoreappropriate.DriveinMusic(1967),by
Neuhaus,isanothergoodexampleofaworkwheretheinputoftheparticipantschangesthe
contentoftheartpiece.Inthisproject,agroupoftransmittersweresetontreesalonga
roadtogeneratedifferentsoundsthatvariedaccordingtoweatherconditions.The
transmittersincludedantennasthatwerepositionedtooccupyaspecificareawherecars,
tuningthesamefrequencyofthetransmitters,wouldcapturethesignal.Thefinalsonic
resultoftheprojectherewouldchangedependingontheweatherbutalsoonthespeedand
directionofthecars(Tittel,2009,p.59).Athirdexampleoftheparticipationofpeoplein
artprojectsisshownbyLicht(2009)withtheprojectcalledD.A.M.A.G.E.which,even
thoughitfallsmoreintothecategoryofexperimentalmusic,ithaselementsofinteraction
thatapplytothiscase.D.A.M.A.G.Eincorporatesaplasticbeachballasacontrollerthat
generateselectronicmusicastheballisbouncedandtranslatedaroundtheparticipants.In
thiscase,theauralresultisonlypresentiftheaudiencedirectlyactsinthepieceofart.The
projectinthiscaseisco-createdbytheartistandtheparticipantsandbreaksthe
hierarchicalseparationbetweenthem.Onefinalexampleusefultoshowinteractionwithin
soundartsisVicissitudes(1998)byCamilleUtterback(seeFigure4).
Fig4.VicissitudesbyCamilleUtterback.(Source:ElectronicBookReview)
11
Inthisproject,therearetwosoundtracks:onehasinterviewswithpeopletalkingabout
positiveaspectsoflifeormomentswheretheyfelt‘up’andanotheronewithinterviews
aboutnegativemoments,orwhenpeoplefelt‘down’.Whenpeoplegouptheladder,the
volumeofthepositiveinterviewsgoesup,andwhenapersonsituatesitselfinsidethe
outlineonthefloor,thenegativeinterviewstartstobecomeaudible.Inthissoundwork,the
personinvolvesitscompletebodytobepartofthepieceandtogeneratecontentshowing
the“embodiednessoflanguageitself.”(Utterback,2004)
2.2.3Conclusion
Interactivitywithinsoundartsrelatestothecapabilityoftheuserorparticipanttoaffect
thepieceofart.Contrastingwithtraditionaldivisionsbetweenaudienceandartist,the
destructionofthebarrierbetweenthesetwoentitiespromotedbycontemporaryartinvites
theaudiencenotonlytobeimmersedintotheartpiecebutalsotoaffectitorsometimes
eventocreateit.Theaudiencestopsbeingapassivebodyandtransformsitselfintoan
activeentityflatteningtheprevioushierarchicalstatusoftheartists.Therelationship
becomesmoreoneofa‘listener’to‘listeneror‘player’to‘player’one,asLicht(2009)
describes,thanaone-waytraditionalcommunicativesystem.
SpaceandInteractionarethetwomaincharacteristicspresentinsoundartthatcanbe
translatedintothevirtualworld.Soundartinthe60susedmulti-speakersystemsand
analogtransducerstocreateimmersionandinteraction,butthetechnologicaldigital
evolutionofrecenttimeshaveexpandedthepossibilitiesofexploringthesetwoideaseven
further.Thenextsectionwillnowintroducevirtualrealityaudiobystartingwithsoundin
linearmediaandtheswitchingtononlinear.Thestudyofsoundelementsintraditional
mediawillhelptodefinewhatauralcomponentsarepresentinmediaingeneral,whatrole
theyplayandtheevolutionofsurroundsound.Thedescriptionandunderstandingofthem
willthengiveenoughbackgroundtoanalyzeVRprojectsandoverlapsoundartsconcepts
withVRworlds.
12
2.3 SoundDesignandInteractiveaudio.
Thissectionwillgiveadescriptionofsoundbothonlinearandnon-linearmedia.Itwill
specificallyfocusonfilm/TVsoundandonvideogamesandVRsound.Thissection,
combinedwiththepreviousconceptsofsoundart,willgivethebasicconceptstoanalyze
thecasestudiesofsectionthree,thusenablingtheconnectionofbothfields.
2.3.1Linearmediasound
Tomakeadistinctionbetweenlinearandnon-linearmedia,itisusefultotakeKaren
Collins´metaphorwhenexplainingmusiccompositionsforbothmediums.
AccordingtoCollins(2007),whencomposingmusicforlinearmedia,musiciansnowhow
somethingwillsoundfromthestartpointtotheend.Thereisasequentialsetofeventsthat
followaspecifictrack:“Likebeinglockedtoatraintrack,ithasbeencomposedtostarton
onepointandprogresstoanother”(Collins2007).Onthecontrary,innon-linearmedia,
therearenopredictionsaboutwhatisgoingtohappen.Whatweencounterareoptions,
whichinsteadofbeinglikeafixedtraintrack,workmorelikeametrowhereanypersoncan
hoponandofffromanystationandchangedirectioninanywaydesired(Collins2007).
Withinlinearmedia,then,wecansituatefilmandtelevision.Inthesemediums,thecontent,
bothvisualandaural,ispredefinedandcan´tbealteredbythespectator.Itisusefultofirst
exploresoundonfilmsincemostofitsmainelementsarealsousedininteractivemediaand
theevolutionofimmersivesurroundsoundisconnectedbothtosoundartandvirtual
reality.ThespecificdifferenceswithVRregardingtechnology,implementation,
reproductionandotheraspects,willbeexplainedinthenon-linearsection.
Soundonfilmhasexistedforapproximately90years.Sincetheintroductionoflivepre-
recordedsoundplayedbackondiskin1926withDonJuanandthefollowingintroduction
ofsoundwithinthefilmitselfin1927inTheJazzSinger(Bordwell,Thompson2012),films
havebeentransformedintoaudiovisualcreationswheresoundhasbecomeamajor
elementintheconstructionofthisartform.Eventhoughmusicwasbeingplayedlivein
synchronizationwithfilmsbeforeTheJazzSinger,itwasn´tuntilsonicelementswere
recordedonthefilmitselfthattheuseofsoundasanindividual,malleable,andseparate
processopenedaworldofcreativityandpossibilitiesthatwerenotachievableinlive
13
situations.AccordingtoBordwellandThompson(2012),soundscanbedividedintothree
groups:speech(dialogue),musicandsoundeffects.Atthesametime,wecandividethe
soundfromafilmintotwosourcegroups:diegetic,whichmeansthatthesourceofthe
soundispartoftheworldofthefilm,andnon-diegetic,whichareelementsthatarenotin
thecharacters’reality.Thelinkofsoundandimageshasevolvedintoacomplexmixture
thatcombinesmusic,dialogue,andsoundeffectstocreateanillusion,an“audiovisual
contract”asstatedbyMichelChion(1994).Whatisinterestingtoseeisthatthesesound
sourcesandtypes,whichhavebeencategorizedandanalyzedintraditionalmedia,are
completelytransposabletononlinearmedia.Speech,soundeffects,andmusicarepresentin
videogamesandVRworldsandtheseareelementsthatareusedtoengageinaninteractive
waywithauserwithinavirtualworld.Sinceoneoftheaimsofthispaperistoevidencethe
usefulnessofsoundinmedia,thefollowingsectiondescribesthecurrentusesofsoundin
traditionallinearmedia,whichareingeneralalsoapplicabletoVR.Asecondreason
supportingtheinclusionofthefollowingsectionisthatinteraction,asakeyelementthat
unitessoundartandVR,isstronglyachievedthroughsonicinteraction,asitwillbe
describedintheVRsectionandasithasbeenevidenceintheprevioussection.The
possibilitiesofinteractingwiththeenvironment,virtualobjectsandevenmusicalobjects
withinVRgiveenoughsupporttounderstandwithmoredetailthefunctionsofsoundand
whattheycancreateforspectatorsandplayers.
Dependingontheintentionsofthedesignersoftheworlds,thedifferentcombinationsof
soundtypeswillcreatedifferentresults.Tohaveageneralideaaboutthecreative
possibilitiesofferedbythedifferentgroupsofsounds,we´llseethefunctionsofmusic,
dialogueandsoundeffectsinlinearmedia.Sonnenschein(2001p.155)givesfourmain
functionsformusic:
1) Emotionalsignifier:whichrelatestothesupportingroleofmusicwith“spirituality”
andemotionsofthecharactersandstoryofthefilm.
2) Continuity:musicworksasa“fill”thatcompensateslackofcontinuityeitheron
sounddialogue,ambienceoronvisualmaterial.
3) Narrativecueing:themusichelpstoestablishaparticular“pointofview”or
predefineoranticipate“athreatorasetupforajoke”,establishingstorydriven
events.
14
4) Narrativeunity:musiccangiveaformalunitybytheuseofrepetitionorvariationof
melodies,instrumentationorharmonicstructure.Theideaofleitmotivcouldbe
includedhere,whereaspecificmusicalthemeisattachedtoaparticularcharacter
orevent.
Sonnenschein(2009,p.56)citesMichelChionwhendefiningthreetypesofdialoguein
film:
1) Theatricalspeech:Thisreferstothein-storytextmadebycharacters.
2) Textualspeech:itreferstovoiceovers,whicharenon-diegeticandareusuallyfor
specialcharactersornarrators.
3) Emanationspeech:Thistextcan´tbeclearlydefinedandisusedmoretoconveya
character’spresencethantounderstandthemeaningofthesounds.
Forsoundeffects,Sonnenschein(2009)pointsouttheuseofambiencessounds,for
example,aselementsthatestablishcontinuitybetweenfilmeditsandsetsthelocationofa
scene.Foleyandsoundeffectshelptogive“arealisticsonicpresenceoftheaction”
(Sonnenschein,2009,p.40).
Besideshavingthethreemajorgroupsofsonicelementsthatarepresentinfilmsoundwe
alsoneedtothinkabouthowtheyarecombinedtoworkasaunityforthefilmandhow
theyareplayedbacktotheaudience.Theprocessofcombiningsoundiscalledmixingand
thewayitisplayedbackintheaterssetsonecommonareawithsoundartsandVR:
immersionthroughsound.Surroundsoundhasalongstorystartinginthe1940swiththe
useofquadraphonicsound,whichrevolutionizedtheuseofspaceintheaters,butitwas
onlyuntilthe70sthatsurroundsounddevelopedbyDolbystartedtobeusedmassively.
Theexpansionfromstereosoundto5.1,7.1andbeyondgavetheaudiencesabetterfeeling
ofimmersionthanprevioussettingsbuttheywerelimitedonprovidingvertical(aboveand
underthebody)sonicinformation.DolbyAtmosaswellasAuro3Darerecentevolutionsof
cinemaaudiothatcompensatethisandcreateamorecomplete3Dsonicexperience.
(Schoenherr2005;Dolby2017;Auro3D2017).
15
Soundinfilmhelpstocreatetheillusionofaworldwithsoundeffectsandasurround
environment.Theimmersionoftheaudienceintonewrealitiesispresentbothonfilmand
soundartbutinteractivityisnotpresentonfilms.Itcanbesaidthatbecauseofthis,sound
artimmersestheparticipantsintounrealscenariosinamoreprofoundwayprecisely
becauseitgivesthemthepossibilityofaction,hencebringingnearerthevirtualworldwith
therealone.Interactionisakeyelementforimmersionsothenextsectionwillnow
introducesoundininteractivemediafocusingongamesandVR.
2.3.2Non-linearmediasound
Sonnenschein(2001,p.218)saysthat“themostprofounddifferencebetweenfilmandthe
newmediaisinteractivity…theuserhasboththediscoveryanddecisiontorepeatorgo
forwardalongavariedofpaths.”SimilartoCollins´(2007)metaphorofthemetro,
Sonnenscheinshowshowoptionsandvarietyofpathsdefineinteraction.
Forthisproject,thefocusofnonlinearmediawillbeonvideogamesandVRsound.
2.3.2.1GamesSound
AccordingtoCollins(2007)soundinvideogamescanbeinteractivewhenitisresponding
todirectactionsofaplayer,anditisadaptivewhenitreactstoeventsofthegameplayor
gameenvironmentitself.ThetermdynamicaudioisusedbyCollinstodescribeaudiothatis
eitherinteractiveoradaptivedependingonwhathappensinthegame.Collins(2007)also
statesthatgamesounds,asinfilm,canalsobeclassifiedindiegeticandnon-diegeticsounds
buttheseconceptsalsoshouldincludeotherdivisionslikedynamicandnon-dynamic
soundsaswellasthelevelof“dynamicactivity”regardingtheworldofthegameandthe
player.
Aswecansee,thelevelofcomplexityregardingtheunderstandingandconceptualization
ofsoundincreasesasthepositionofpreviouspassiveaudiencespresentinfilmare
transformedintocreative,activeusers/playersininteractivemedia.Thiselementisvery
importantasitdrawsaconnectionbetweensoundartandinteractivedigitalmedia.The
linkcanbeestablishedbycomparingCollins´(2007)explanationaboutcommunication,as
seeninthefollowinggraphic,andthedescriptionsmadebyTittelaroundsoundart.
16
Fig.5.Traditionalapproachvs.participativeandnon-linearapproachtocommunication.
(Source:Collins.Essaysonsoundandvision.2007)
ThischangeofpassivespectatorstoparticipatoryusersisthesameseeninKubisch´s
ElectricalWalkssoundartprojectdescribedbyTittel(2009)whereshestates“participants
arethusfreetocreatetheirownelectro-acousticalpieces.”Aswellasalltheexamples
presentedintheinteractivesectionofsoundart,theplayersinvideogamesareactively
participatingandaffectingthecontent,theyhaveasenseofagency.AtauTanaka(2006)
saysthatagencyis“anabilitytotakeactions,tohaveinitiative.”Asenseofagencyisgiven
totheparticipantsingames,givingthemthepowertodeterminewhatandhowthings
happenwithinapredefinedvirtualworld.Similartosoundart,theartistservesasacreator
ofaplatformfromwhichtheusercreatesitsownexperience,itsownworldandtherefore
becomesaco-creatorofthepieceofart.Traditionaldesktop-basedgamesimmerseplayers
invirtualworldsthroughsurroundsound(somegamesuseonlystereosoundbutmajor
consolesincorporate5.1and7.1sound)andinteractionbutkeepthevisualaspectseparate
fromtheplayerthroughtheuseofamonitor.Infilm,asimilarsituationhappenswiththe
useofsurroundsoundbutmonitorbasedvisualinformation.
Thefollowingsectionwillintroducevirtualrealitytoseehowinteractivityandspaceare
understoodinthisenvironmentandhowimmersionchangeswithinthisrealmthatinclude
a3Dvisualfield.
17
2.3.2.2VirtualReality
Whenthinkingaboutvideogamesandfilmsitisinterestingtoseethatbothmediums
suggestanexistenceofa“virtualworld”whereplayersareimmersed,eventhoughoneis
interactiveandtheotherislinear.AsSonnenschein(2001,p.159)states,films,withtheuse
ofsound,can“inducethesenseofspace,volumeandtexture…withtheadditionofvisual
informationwecanbeimmersedinamorecompletevirtualreality.”Strictlyspeaking,it
couldalsobesuggestedthatevenpaintingsandbooksarealsoexamplesof“virtualreality”
sincetheycreatesyntheticenvironmentsintowhichviewersandreadersaretransported.
SincetheconceptofVRseemstoapplytomanyvariedmediums,itisnecessarytotryto
defineaspecificuseofthetermforthispaper.
AsMazurykandGervautz(1996,p.5)state,indifferenttypesofmediawecanfindthree
modesofimmersion:
1. DesktopVR:whichusesatraditionalmonitorfortheimage(onlyoneimage:
monoscopic).
2. FishTankVR:whichusesalsoamonitorbutincludesheadtrackingandastereo
imageofa3dspace.
3. Immersivesystems:thesesystemsusestereoscopicimagesandheadmounted
devicesinadditiontopossibleaddedenhancementsforsensoryresponselike3d
audioorhapticfeedback.
IfweconsidervideogameslikePONG(1972)orUncharted4(2016),thedifferences
betweenthemregardinggraphicandsonicquality,andgeneralgameplaycomplexityare
huge,anditcouldbesaidthat,becauseoftherealismofthegraphicsandphysicalmodeling
ofUncharted4,amoreimmersiveexperienceiscreatedfortheplayersthanwiththeolder
game.Theproblemhereisthatthereisstillacommonelementinbothgamesanditisthat
theybothremaininsideamonitoranddonotimmersetheplayerinacomplete3Dvirtual-
visualenvironment:theyarebothexamplesofdesktopVR.Asimilardescriptioncouldbe
appliedtofilmsince,althoughitcreatesanimmersivesonicenvironmentthroughtheuseof
5.1or7.1mixing;thevisualexperienceisstilllimitedtoamonitor.Thesevariedlevelsof
immersionofvirtualworldsondifferentmediamightgenerateambiguitywhentryingto
18
definewhatVRreallyis.Forthispaper,VRisreferredtothe“Immersivesystems”available,
forexample,withcurrenttechnologieslikeHTCViveorOculusRift.Theparticipantusesa
headsetthattracksmovementanditprovidesa3dvisualandsonicenvironmentthat
transportstheuserintoacompletelyvirtualworld.Wecouldusethisdefinitiontoclarify
morewhatVRis:
“Theillusionofparticipationinasyntheticenvironmentratherthanexternal
observationofsuchanenvironment.VRreliesonathree-dimensional,stereoscopic
head-trackerdisplays,hand/bodytrackingandbinauralsound.VRisanimmersive,
multi-sensoryexperience.”(Gigante,1993,p.3)
TobetterunderstandVRitisusefulalsotoseehowthisconceptrelatestoaugmentedand
mixedreality,whichareimportanttechnologiesalsobeingdevelopedinthismoment.
AccordingtoMilgram,Takemura,UtsumiandKishino(1995),allofthesevariedrealitieslie
withinavirtualrealitycontinuum.Thiscontinuumisaconceptwhereononesidewehave
totalrealityandontheotherwehavetotalvirtuality.Themiddleregionofthesetwosides
iscalledthemixedrealitywhereavarietyofcombinationsofvirtualandrealelementsare
usedindifferentdegrees.
Fig.6RVContinuum.(Source:AugmentedReality:Aclassofdisplaysonthereality-
virtualitycontinuum1994)
VirtualRealityenvironmentscreatedbytheHTCViveandOculuslieontherightsideofthe
continuum.Theworldwheretheuserisimmersediscompletelysyntheticcoveringan
entire3Dspace.Tounderstandwithmoredetailhowthiseffectisachieved,wewillmakea
generaloverviewofthehistoryofVRandthetechnologycurrentlybeingusedbythemain
VRdevelopers,focusingmainlyonsoundtechnology.Theunderstandingofthefollowing
19
sectionwillclarifyhowspaceisunderstoodinVR,thereforecreatingabackgroundusefulto
comparetosoundartconcepts.
ThebeginningsofVRcanbetracedbacktoMortonHeiligin1962whenhisinventionthe
Sensoramawaspatented.Thismulti-sensorymachineincludedastereocoloredfilm,
binauralsound,wind,scentandvibrations.(Gigante,1993)
Fig.7Sensorama(Source:MortonHeilig)
Afterthisdevelopment,IvanSutherlandconceptualized“TheUltimateDisplay”andthen
developedthefirstheadmountedAR/VRdisplay,whichincludedheadtrackingandvisual
contentthatfollowedthehead´smovement.
Fig.8Headmounteddisplay(akaTheSwordofDamocles)(Source:ForensicVR)
Aftertheseinitialdevelopments,NASAandmilitaryinstitutionsmademoreincursionsin
VRtechnologybutitwasonlyuntil1985whenVPLcommercializedtheDataglovefollowed
in1988bytheEyephone(Gigante,1993).
TheunsuccessfulcommercialresultsofVRhadtowaituntil2012whenOculus,astartup
company,managedtoraise$2.4milliondollarsandstarteddevelopingthenewgeneration
20
ofVRheadsets(C.S.W2013).Asstatedbefore,OculuswasboughtbyFacebookin2014and
onpresenttimes,VRdevelopmenthasincreasedmassivelyofferingcommerciallyVR
headsetswhichincludetheHTCVive,Oculus,PlayStationVR,SamsungGearVR,Google
Daydream,CardboardandmixedrealitydevicesliketheMicrosoftHololens(Lamkin,2017).
Fig.9PlayStationVR,OculusRift,HTCViveheadsets(Source:Wareable2017)
Tomakepossibleasynthetic3Dworld,itisnecessarytounderstandhowhumanbeings
sensetheworld.Forthispaper,wewillfocusonthewaysoundisperceivedbyhumansand
howVRtechnologyusesthisinformationtorecreateavirtualworld.
2.3.2.3VRSoundTechnology
Localizationreferstothewayhumanbeingslocatesoundsina3Denvironment,while
spatializationreferstothepositioningofsoundsina3Dspacebasedonthewayhumans
perceivesound(Hook2014).Thewaysoundisperceivedcanbesummarizedwiththe
followinglist(Oculus2017;Hook2014):
1. LateralLocalization:thisreferstosoundperceivedonthesidesofthehumanbody.
Whenthesoundhitstheleftside,thesoundreachestheleftearfirstandthenthe
rightear.Thereisadifferenceintimeandlevelbetweenthesoundsperceivedin
bothears.ForthesemeasurementstheITD(InterauralTimedifference)andtheILD
(Interauralleveldifference)areusedtocalculatethevariations.Thesechangesare
dependentonfrequencyasseenonFigure10.
21
2. Front/Back:forperceivinginformationfromfrontandbackweneedmorethan
levelandtimedifferences.Asseeninfigure11,soundscouldbeperceivedascoming
fromtheexactsamepositioniftheyareemittedatthesamedistanceandtimefrom
frontandback.Tofixthis,ourbraingetsinformationalsobythespectral(frequency
content)characteristicsofthesoundthatarechangedbytheshapeofourears,
head,andtorso.
3. Pinnae:Asseenbefore,thedifferentshapesofthepinnae(externalear)changesthe
frequencycontentofthesoundandthereforeaffectsthewaythebrainperceivesthe
soundlocation.Thesoundfromthefrontwill“resonate”withtheshapesoftheear
whilethebackwill“shadow”thesounds.
4. Head/shoulder/Torso/Elevation:Tocuethesoundsources,ourbrainuses
informationnotonlyfromdelaysbetweenearandleveldifferencesbutitalso
includestheshoulders,headshape,andtorso.Thedifferentreflectionsandchanges
ofsoundcreatedbytheshapeofthebody,givesextracluestothebraintoinfer
wherethesoundcomesfrom.Whentryingtoperceivesoundfromaboveorbelow,
theeffectofthebodyisveryimportantsinceitinterfereswiththedirectsound,
givingcluesaboutthelocationofthesonicsource.Themeasurementsthatinclude
bodyeffectsarecalledHTRF(HeadRelatedTransferFunctions).
5. Distanceandambience:TheHTRF,ITL,andIDLgiveenoughinformationtolocatea
soundina3Denvironmentbutitisnotenoughtonowthedistancetothesonic
objects.Forachievingthis,itisnecessarytotakeintoaccountloudness,initialtime
delay,theratioofdirectsoundandreverb,motionparallaxandhighfrequency
attenuation.Thefirstelementisthemostobviousone,anditshowsthatthecloser
anobjectis,thelouderitsounds.Thesecondelementreferstothetimeittakesfor
thefirstreflectiontoreachthepersonafterthedirectsound.Thethirdelement
referstothemixofdirectsoundandreverberation:theclosertheobjectis,themore
directsoundweperceiveandviceversa.Motionparallaxreferstotheperceptionof
thespeedofmovementofsoundinrelationtodistance:thefasterasonicelement
moves,thecloseritis.Finally,highfrequencyattenuationisfasterthanlow
frequency,butthischaracteristicappliesonlyforverylongdistances.Whentaking
22
intoaccountthereflectionsofsound,whatwearetalkingaboutingeneralisthe
ambienceinwhichthesoundexists.ItisthecombinationofHTRFsandreflection
detailsthatcreatethewholeinformationneededtopreciselylocatesoundina3D
perspective.
Fig.10ITDandIDLbasedonfrequency(Source:Hook.YouTube2014)
Fig.11Front/Backambiguousperceptionofsound.(Source:Oculus2017)
Onceweknowhowhumansperceive3Dsound,itistimetoactuallyimplementthis
informationtospatializeanysoundwewant.Todothis,theHTRFsareappliedtothe
sounds.SincetheaimofthispaperisnotadeeptechnicalunderstandingofVRaudio
beyondofwhathasbeenexposed,itisusefultousewhatOculus(2107)statesontheir
website,“whatmattersisthehighlevelconcept:wearefilteringanaudiosignaltomakeit
soundlikeit´scomingfromaspecificdirection.”
Asitcanbeseen,thelevelofcomplexityinwhichhumanbeingsgatherinformationto
interpretthe3Dsoniclandscapeishugesinceitinvolvesnotonlytheearsandsoundwaves
butalsothewholebody,itsshape,anditsmovementsthatsummedwithlevelandtime
differences,giveallthenecessarycuesforthebraintolocatesound.Thereasonwhythe
previousdetaileddescriptionisimportantisbecauseVRtookafurtherstepin
23
understandingwhatperceptionand,thus,immersionisandhowtocreateitinacloserway
torealitycomparedtopreviousattemptsinsoundartorfilm.Throughtheunderstandingof
thebody´sinfluenceinthesoundscapeandonperception,thetechnologygeneratesa
realisticdiscernmentofspace.
Theevolutionofimmersivesoundisastounding.Itcanbetracedbacktothequadraphonic
developmentsinfilmanditsfollowingexpansionsto5.1,7.1andAtmostechnology,ending
uptotherecent3DaudiodevelopmentsinVR.AsinfilmandVR,soundartalsoused
spatializationofsound,shiftingfromthetraditionalstage-centricsoundsourcestoamore
openfielduseofsonicprojections.Inthesethreeartfields,thereisadisintegrationofthe
divisionbetweentheaudienceandtheworkasthe“stage”isexpandedandsurroundsthe
listener.
Butonethingistocreateasurroundsonicenvironmentforausertobeinandanother
thingisinteraction:thecapacityofhumanstochangethecontentofthesonicand/orvisual
landscape.InVRthereisthepossibilityofhavingbothinteractiveandlinearcontentasseen
inthefollowingdiagrambyAltman,Krauss,Susal,Tsingo(2016).
Fig.12VRlinearandinteractive.(Source:AESImmersiveAudioforVR2016)
Thismeansthatwithinasurroundvisualandaurallandscape,itispossibletoengagein
morecontemplativeorpassiveexperiencesbutalsotoparticipateininteractionsdepending
onthecontentbeingpresented.Ifweweretoincludesoundartswithinthegraphabove,it
couldbeplacedonbothlinearandinteractivesections.Itispossibletocreatesonic
environmentswheretheusercanonlychangeitspointofviewbutnotthecontent
presented.ApassiveVRexperience,eventhoughitgeneratesanimmersivefeelingthrough
3Denvironments,lacksadeepersensationofpresenceduetothelackofinteraction.
24
Soundinteractioninvolvesasonicreactioncreatedbytheinputoftheuser.Ingames,
whetheronmonitor-basedorVRexperiences,theaudioisusuallymanagedingameengines
withaudiomiddlewarelikeWWiseorFMOD(orwithinternalsoundtoolsofgameengines
likeUnity),andtheaudioisrenderedinrealtimetogenerateanimmediateresponsetothe
player´sactions,whileforlinearcontenttheaudioispre-producedand“encoded,packaged
andstreamedtotheviewer”(Altman,Krauss,Susal,Tsing.2016,p.2).Interactioninvirtual
reality,aswellasinsomesoundartprojects,canbeexpandedbeyondthelimitedactions
basedoncontrollersorkeyboardinputstriggeringreactions,andinstead,involveamore
corporealexperience.Theinclusionofthebodyasanintegralpartoftheimmersiveand
interactiveexperienceofvirtualrealityandsoundartiswhatcreatesadeepersenseof
presenceandagency.
“Thematerialityofsoundgainsatrulyembodiedqualitythroughphysical
interaction-awayfromequatingthemediumtothephysicalsupportonwhichitis
storedandtowardthemediumofaction-soundrelationsshapingtangibleand
corporealexperience.”(FraninovicandSlater.2013.p.72)
ThedifferencebetweenVRandsoundartisthatthelevelofdetailusedtoincorporatethe
bodyasakeyelementininteractionindigitalmediumsiswaymorecomplexandrich,
thankstotechnologicaladvancements,allowingforgreaterandmorerealisticinteractions.
Thefactthat3DaudiousesHRTFsforcreatingthesoundspatialization,meansthatthe
presenceofthebodyinsideamediumistakenintoaccount.Itsmovementsandshape
directlyaffectthesoundanditsperception.Besidesthis,naturalgesturesofthebody,that
inreallifegenerateaspecificeffect,canbereproducedinVRwithmotionsensorsor3D
scannersthatperceivethebodyandincludesitsmovementswithinthevirtualreality.A
deeperexpansionofgestureandinteractionwillbediscussedinthefollowingsection.
Thenextsegmentwilldiscusstheconnectionsofboth,soundartandVR,andseehownew
conceptsandpossibilitiesarisefromthemergingofbothdomains.
25
2.4 GeneralDiscussion
Thissectionwilltakeintoaccounttheideasofinteraction(agency)andspace(immersion)
presentbothinsoundartandVR,asithasbeenshowninprevioussections,andexplorethe
connectionsandcreativeexpansionsthatcouldbemadewithinthenewdigitalmedia
world.
Soundartandvirtualrealityhaveelementsincommon.Theybothimmerseusersincreated
worldsthroughspatialconfigurationsandtheybothcangivethepossibilityofaction;give
themasenseofagencythroughinteraction.Sonicartistsfromthe60screatedworksthat
changedthewaypeopleperceivedartbyreplacingthelocationsofexhibitions,theideasof
whatanartpiecewasandalsobygivingtheaudiencethepossibilityofshiftingfroma
passivereceptivestancetoamoreactiveone.Theempowermentoftheaudience
determinednotonlytheplaceswhereartwasbeingmadebutalsoaredefinitionofart
itself,artistsandsocialconcepts.Theevolutionofdigitalmedia,aswell,hasimplied
changesthatshiftfromcontentbeingcreatedbyfewentitiestocontentbeingcreatedby
anyonefromanywhere.Fromtheexpansionofblogstosocialmedia,onlinevideos,digital
newspapers,videogames,andVR,thedigitalrealmisnurturedconstantlybyanever-
growinggroupofparticipantsthatfindinthisspaceanarenawhereexpressionisalmost
limitless.Contemporaryartistsfromthe60spre-establishedsomerupturesthatenabled
freedomforcontentcreationexpandingthelabelof“artist”toalmostanyone.Theyallowed
aninteractivewayofcommunicationbetweenpeople,similartowhatweliveonwith
digitalmedia.Thestrengthoftheirworkalotoftimesliemoreontheconceptualshiftsthan
onactualauralwonders,especiallyifwethinkabout,forexample,JohnCage´s4`33piece.
Thisworkproposesaquestioningaboutwhatmusicis:Ismusicorganizedsound?Chaotic
soniceventscan´tbemusic?Whatdefinesmusic:Rhythm?Melody?Harmony?Thepiece
alsoinvitesthelistenertogainconsciousnessabouttheenvironment,abouteveryday
sounds.Isthereexpressivecontentwithinurbansoundsliketraffic?Coughs?Footsteps?Is
musicmadeonlywithinstruments?4´33alsobreaksadistinctionbetweenartistand
audienceandsetsthembothinasameperceptuallevel.Theconstantprobingabout
apparentlyestablishedconceptsandideasaroundartpromotedarupturethatcanbe
tracedbacktosoundartinthe60sandfollowedintothedevelopmentsofdigitalmediaand
theemphasisonusercreatedcontent.Thequestioningofconceptsestablishedby
26
contemporaryartistsdidn´tremainconstrainedtoacriticismtoinstitutionalizedspacesor
ideas.Itnecessarilydirectedthecenterofactiontothepeople.Iftherearenoinstitutions
thatdefineartorsocialstructuresthenwhodefinesthem?Thepeople.Anyone.Everyone.
Theinclusionofinteractionwithinsoundartsuggestednotonlyadestructionofprevious
ideasbutalsoaconstructionofnewworlds.Theartistscreatedaplatformforuserstostand
onandbecometheirowncreators.Thelinkwithvirtualrealitycanbemadehere,as
immersionandinteractionarestrongelementsforthismedium.Invirtualreality,
immersionisnotonlycreatedbytheincorporationofuserswithintheworkbutalsobythe
interactioninwhichtheyengagewithinthesesurroundingelements.Sincethereisa
connectionbetweensoundartandVR,itisinterestingtoseewhatnewpossibilitiesthis
newmediumofferstoexpandsonicartconcepts.
Asexplainedintheprevioussection,theuseofthebodyisveryimportanttoenhancethe
feelingofpresence,ofstrongimmersionwithinthevirtualworld.Theuseofthebodyis
stronglyrelatedtogestureandeventhoughthisispresentinsoundartprojects,itcanbe
takenintoamuchmoredeeperlevelwithindigitaltechnology.AingerandSchroeder
(2014)writethataninterpreterfeels,listensandwatchesthesoundhemakes.Thismeans
thatsoundisnotrelatedonlytothesoundwavepropagatingthroughtheairandintothe
earbutitisalsorelatedtomoresenses:itinvolvesamorecomplexmultisensorycognitive
system.AingerandSchroeder(2014)alsostatethattheuseofphysicalmodeling,withinthe
digitalrealm,dividesthequalitiesofsoundindifferentparameters,andthroughthis,itis
possibletoassigndifferentcharacteristicsofsoundtodifferenttypesofgestures,aswellas
assignpartialcontrolofthemalsotocomputers.Althoughintraditionalsoundartprojects
itwaspossibletochangesonicparametersdependingonactionsoftheparticipants,these
sonicchangeswerelimitedbecauseweweredealingwithrealsounds,notmodeledones:
soundisnotdividedinveryspecificparametersbyphysicalmodelsordigitizedversionso
thesecan´tbeattacheddirectlytoactionsmadebytheparticipant.Thelevelofdetailgiven
bythedigitalrealmisoneofthemainelementsthatgiveVRanewdimensiontosonic
interactionandimmersion.
Virtualrealityisamediumwheretheideasofsoundartcanbeexpanded,asseen
previouslywithinteraction(agency).Itcanalsoexpandtheideaofspacetransformations
foundwithinsoundarts,withdigitalmodelingofshapes,textures,andorganizationof
27
architecturalstructures,byapplyinganytypeoftransformationtothesevarious
characteristics.Ifweimagine,forexample,theXenakisandVaresecompositionsforthe
PhilipsPavillionin1958,thewholeconstructionofthestructurewasintendedtoaffectthe
waysoundwaspropagatedandperceivedbypeople.Thisincludedaspatializationofsound
basedonloudspeakerplacementthroughoutthebuilding.Invirtualreality,buildingscanbe
madewithouthugeamountsofmoneyortimeandinanyimaginedshape.Theformsand
texturesofbuildingscanbechangedtomodelcompletelynewpropagationmediumsfor
sound.Thewallscouldbemadeofwaterandthefloorsofsandorviceversa.Thespeedof
soundcanbealteredaswellastheabsorptionqualitiesofmaterialsrelatedtofrequency
responses.Thelevelofdetailintowhichcreatorscansubmergeinwithinthedigitalworldis
almostendless.Thereisnolimitationwithinthevirtualworld,comparedtothephysical
limitationsofprojectscreatedinthe60s,exceptcomputingresources,whichareyearby
yearexponentiallyexpanding.AsKastbauer(2014)wrote,audiocontent,ingeneral,willbe
basedmoreonphysicalmodelingandproceduralmodels.Inthedigitalworld,therealityof
theworldwillbereconstructedthroughveryprecisealgorithms,givingcreatorsandusers
thepossibilityofhavingultrarealisticexperiencesbutalsoenablingtheopportunityof
transformingcompletelythisrealityandcreatingworldsthatarenon-existentorthat
wouldbeimpossibletofindwithinreality.Thephysicalmodelsletusdescribethereal
worldandbecauseofthis,itletsustransformit(AingerandSchroeder2014).Ifwetake
intoaccountnotonlytheseinternalspatialreconfigurationsbutalsosoundplacementmade
throughspeakersininitialsoundartworks,sonicobjectswithinvirtualworldscanalsobe
placedinanydesiredposition,evenbreakingphysicallimitationspresentinreallife.Ifwe
wanttoplaceaspeaker(oranysoundsourceingeneral)insideawallcreatedofwater,isit
easytodoitinreallife?Althoughitmightbefeasibletofindasolutiontothis,thedigital
world,basedonanumericcharacterizationofreality,canofferafasterandmoreefficient
wayofcreatingaudiovisualexperiencesthatgobeyondthephysicalreality,orthattake
reality´scharacteristicsandtransformstheminradicalways.Asitwasseenpreviously,
soundartalsowasinvolvedinreconfigurationsofexteriorandpublicplacessoitistimeto
seehownewdigitaltechnologycandevelopthisarea.
Besidesthinkingaboutinternalspacesbeingchanged,itisalsointerestingtoexplore
alterationsofpublicspaces,withvirtual,augmentedandmixedrealitytools.Asstated
before,inthecontinuumwefinddifferentlevelsofvirtualitydependingonwhatplaceof
28
thespectrumonesituates(seepreviousFigure6).TechnologieslikeOculusRiftandHTC
VivearefullvirtualworldsbuttechnologieslikeMicrosoft´sHololensoffermixedreality
experiences.Theideahereistoblendrealworldmaterialswithdigitalsyntheticones
(Microsoft2016).Insoundart,wehadtranslocationofenvironmentsthatcreatedillusions
ofnewspacesforthelistenersandalsoexteriorprojectslikeRecycledSoundscapes(2004),
whichalteredthepublicspaceandchangedbehaviorsandperceptionsofcitizens.InMR
andAR,itispossibletoaggregatenewsoundstoanestablishedrealenvironmentwiththe
useof3Daudio.Theideaofanalyzingourperceptionandthewaysoundpropagatesin
space,givesnewtoolsthatmakeeasiertheblendingoftwoormoresonicsoundscapesand
makethemseemasone.TomakeaconnectionbetweensoundartpublicspacesandVR,AR,
andMR,itisusefultothinkaboutthepreviousprojectdescribecalledCityLinksand
modernaugmentedrealityprojectslikeWARA(Wearableaugmentedrealityaudio).With
thisproject,specialheadphonesthatincorporatemicrophoneswereusedtoblendthereal
environmentandvirtualsounds.Throughsoundspatialization,anillusioncouldbecreated
toplacesyntheticsoundsnexttorealworldonesandmakethemseemasone.(Harma,
Jakka,Tikander,Karjalainen,Lokki,Nironen,Vesa,2003).3DaudioisusedinVR,ARand
MR,and,dependingonthetechnologyused,itenablesatotallysyntheticenvironment(VR)
oramixedonewithrealityanddigitalelementscombined.Thiscreatesahugerangeof
possibilitiesthatwerenotpossibleinthe60sforsonicartistssinceitletsanindividualto
immerseitselfinanyenvironmentcreateddigitallyanditcanalsoincorporatereal
elements.Itisinterestingalsotonote,thattheseapparatusesaremobile,andthismeans
thatapersoncanrecreateitsownenvironmentnotonlyinaspecificcontextorplacebut
anywhereandanytime.Themobilityenabledbynewtechnologyisahugeadvancement
whenitcomestogivingthepeoplethepossibilitiesofself-creativeexplorationthrough
immersionandinteraction.Therupturewithstaticartmuseums,galleries,andexhibition
spacesthatwasoncepromotedbysoundart,isnowexpandedbydigitaltechnologies.
Onelastimportantaspecttodiscussisthepossibleinteractiveusesofsoundsused
traditionallyinfilm:Dialogue,musicandsoundeffects.Therearenewcreativepossibilities
withthemergingoffieldslikefilmandgames.MateasandStern(2005)developedan
interactivedramacalledFaçade.Inhere,thestoryisdrivenbythemoment-by-moment
interactionoftheplayerandthenarrativeevolveswithdialogueenhancedwithAI(artificial
intelligence).Theuserinputsdialoguethroughakeyboardand,throughAI,thestory
29
evolvesdependingonwhattheplayersaid.Ifvoicerecognitionisaddedtothis
environment,thenaricherinteractioncanbeachieved.Thereconstructionofmeaningand
emotionalintentioninteractingwithdialoguesandmusicisanareathatisstillnotstrongly
developed.Thisnewmediumopenspossibilitiesofinteractionwithfilmicelements,which
couldincludesounds,voices,andmusic.Imagineaninteractivefilmwheretheparticipant
(inthiscasethewordaudiencedefinitelylosesvalidity)isabletochangenotonlythe
dialoguebutalsothemusicthatunderscoresamoment.Itcangivethepersonatotal
creativecontrolaboutwhatcouldhappenwithinastory.Itisusefultothinkabout
traditionalusesofsoundtoseehowthey,withininteractivecontexts,canchangethe
contentandopencreativepossibilitiesfortheplayers.
2.5 Conclusion
Toconcludethischapterisusefultosummarizethetwomainelementsthataretranslated
fromsoundarttoVR.Thesetwoareimmersion(space)andinteraction(agency).
Whentalkingaboutimmersion,soundartsexploredtheuseofspatializationofsound
throughtheuseofmultipleloudspeakerarrangementsandreconfigurationsofsonic
emitterscreatingamergingoftheparticipantwiththepieceofart.Soundartalso
incorporatedinteraction,givingparticipantsasenseofagencywhenbeinginvolvedwithart
pieces.InVR,spatialauralenvironmentsthrough3Dsoundexpanded,evenmore,theidea
ofimmersionaswellastheinclusionofinteractionwithin,forexample,videogames.The
possibilitiesofalteringthesonicelementsofasoundscapecreateahigherlevelofpresence
andthereforeimmersionwithinavirtualworld.ThefollowingcasesofVRwillevidence
howimmersionandagencyarepresentinthemandhowtheyrelatetosoundart.
Chapter3
3.1Introduction
SoundartprojectshavecharacteristicsthatcanbeoverlappedandexpandedinVirtual
Reality.Thefollowingfourcasescontainspatial,andinteractivecharacteristicsthathave
beenmadeinVRprojectsandwiththemwe´llseehowsoundartcharacteristicsarealso
present,showingtheconnectionbetweenthetwofields.
30
3.2VRProjects
3.2.1GhostbustersTheVoid
TheVoidGhostbustersisa“hyper-reality”projectwhereplayersareimmersedinaphysical
space,overlaidwithdigitalcontentthroughvirtualreality.Theexperienceisanimmersion
expandedbyawirelesssystemthatallowsplayerstomovefreelythroughadigitalworld.
Throughoutthegame,theplayersareaffectedbysensorialstimulithrough3Dsound,
stereoscopicvisuals,theuseofahapticvest,heat,air,andmistthatfollowtheactionsofthe
virtualworldandcreatesafullyembodiedexperiencefortheusers(Wired2017).This
projectisveryinterestingbecause,similartoCamileUtterback´sVicissitudes,thebodyand
itsmovementbecomesessentialforthecreationofthepiece.Theimmersioniscreatedby
theinclusionofmoresensesbesidesvisionandaudition,andthemovementofthewhole
bodygivestheuserahighsenseofagencyandimmersion.Theplayerisnotonlyableto
movehisheadaroundtheworldbutalsotointeractdirectlywithphysicalobjectsthathave
arepresentationinthevirtualworld.Userscan,forexample,grabafirelampthatisareal
worldartifactandinthiswaysenseitthroughtouch(seefigure13and14).
Fig.13TheVoidphysicalobject(Source:Wired.YouTube.2017)
Fig.14TheVoidvirtualobject.(Source:Wired.YouTube.2017)
31
Therealityofthevirtualworldisstronglyenhancedbylettingplayersfeeltheobjectsof
thevirtualworld,asstatedbyWired(2017).Similartosoundartprojects,theplayerisnow
insidethepieceofart,breakingthebarrierseparatingtheworkandtheaudience,anditis
interactivesincetheactionsoftheplayerareaffectingthecontentcreatedinthegame.
CurtisHickman,co-founderofTheVoid,statesthatrealityisperceivednotonlythroughour
visionandthatinthisproject,thecreationofanewworldisachievedbyincorporating
moresensestotheexperience,allowingtocreateacompletelynewrealitybutwhere“we
notonlymakearegularreality,wemakeanimpossiblerealityforyoutoplay”(Wired
2017).Thisisveryimportantifwegobacktotranslocationideaspresentinsoundart
projectslikeCityLinks.Inthatproject,newsonicenvironmentswerecreatedandmoved
fromoneplacetoanother,andsimilartoTheVoid,anewsenseofrealitywasestablished
bycreatingnewsoundscapes.Thisexperienceoffersalsoanotherveryinterestingaspect
thatrelatestosomeofthereconceptualizationpromotedbysoundart.AsSmall(1998)
stated,thedesignoftraditionalconcertauditoriumscreatedaspacewheretheinteraction
betweenmembersoftheaudienceswasdiscouraged.Contemporaryartbrokethis
tradition,forexample,withprojectslikeDriveinMusicorLines(2016),aprojectcreatedby
AndersLindinwhichagroupofpeopleisabletointeractwithsonicelementsatthesame
time.Ghostbustersalsoallowsaninteractivesocialexperiencesincethreepeoplecanplay
thegameatthesametime.Theyareallimmersedandactingtogetherwithinthevirtual
world.
Ingeneral,theenvironmentsinthesenewvirtualworldsarebecomingmoreinteractive
andthroughthis,theplayersareallowedtoimmersethemselvesevenmoreintheworld
thanwithprevioustechnologies.Thefollowingprojectshowssomemoreofthese
interactivesonicaspectsinVR.
3.2.2PlayStationVRWorlds
Thisprojectinvolvesfivedifferentscenariosthattheplayercanplay.
1. TheLondonHeist:thisworldsetyouinsideamafiainLondonthatincludesdriving
andshootingmechanics.
32
2. OceanDescent:thisgameisbeneaththeseaanditletsyouexploretheunderwater
sceneryfromwithinacage.Itisamoreexperientialenvironmentbutstillhas
interestinginteractivesections.
3. ScavengersOdyssey:thisVRworldtakesyouonanextraterrestrialspaceshipintoa
nebulahuntingforanoldartifact.Itisashootinggamefightingaggressivealiens.
4. VRLuge:Thisgameisbasedonillegalroadracing.Itisexperiencedasaperson
layingonaboardanddivingdownhillwhileavoidingtrucks,carsandmanymore
typesofdangerousobstacles.
5. DangerBall:ThisisagamesimilartoPing-Pongbutwithina3Denvironmentwhere
youhitaballagainstdefinedtargets.
Whenitcomestointeractivityandimmersionitisinterestingtoseesomespecific
characteristicswithinthesegames.ThefirstremarkablecharacteristicispresentinOcean
descent.Eventhoughitisagamethatisbasedmoreonobservationthanonheavyaction
madebytheplayer,interactionandimmersionwerecreatedbyshiftingmixinglevelsof
sonicelementsbasedonthepointofviewoftheplayerandaddingsubtlesoundstothe
movementsoftheavatar.AsSimonGumbletonsaysinthePlayStationEU(2016)video,one
oftheessentialideasofVRisto“groundtheplayerinthatspace”.Thismeanstocreatea
feelingofpresencewithinavirtualworld.Itisveryinterestingtoseethatbesidesthe
spatializationofsoundwith3Dsound,thesounddesignersdecidedto,first,addsoundthat
wasgeneratedwitheveryshiftofperspectiveoftheplayer,creatingthesoundofthe
movementoftheheadinthewater,and,second,theycreatedadynamicauralenvironment
where,afteracoupleofsecondsoftheplayerfocusing,forexample,inadistantturtle
swimming,thelevelofthesoundsofthisanimalstarttoraisewhileotherenvironmental
soundsgodown(seeFigure15).
33
Fig.15OceanDescent(Source:PlayStation[online].2016)
Thismeansthatinteractionisbasedontheplayer´sheadmovementandonitsperspective.
Theauralenvironmentisnotrigidnotonlybecauseitisspatializedandtheheadtracking
changestheperceptionofthesoundsdependingonthepointofviewoftheplayer,butalso
becausethefocusoftheplayeristakenintoaccountandchangessoundlevelshighlighting
orhidingsonicelements:interactionnotonlygivesasenseofagencytotheplayerbutit
alsoenhancesimmersionbymakingtheenvironmentreacttoitsdecisions.
AnotherinterestingtraitofVRworldsistheuseofthebuilt-inmicrophoneoftheheadset.
AsJonasAndresJensenstatesinPlayStationEU(2016),theplayersnowareabletointeract
alotmorewiththeenvironment.Intraditionalgames,healsostates,theinteractionwith
objectswouldbemadethrough“fixedanimations”whilenowtheplayermanagesinhis
owntimetheinteractionwiththeobjects.Asanexample,hedescribesasectionwherethe
playerlightsacigarandthroughthemicrophone,theuserisabletoactivateinhaleand
exhaleactionsoftheavatar:theactionismade“atyourownspeed”.Anotherexampleofthe
useofthemicrophoneaffectingthevirtualworldisinthemenuwhereyoucanscreamand
thiswillaffectfloatingrocksthataremovingaroundaplanet(seeFigure16).Theuseof
anotherinputsensorbesidesthehandsandheadhelpstheplayertoincreaseits
possibilitiesofinteractingwiththeworldandcreatingthefeelingthathe/sheisactually
presentinthatenvironment.
34
Fig.16PlayStationVRWorldsMenu(Source:PlayStationEU.YouTube.2016)
3.2.3Playthings:MusicalVRPlayground
ThisprojectwascreatedbyAlwaysandForever.Itconsistsofavirtualworldwhere
hamburgers,hotdogs,gummybearsandmanyotherfoodtypesareusedasmusical
instruments.Throughtheheadsetsandtheuseofcontrollers,theplayersareabletocreate
musicbyinteractingwiththeseobjects(seeFigure17).
Fig.17PlaythingsGameplay(Source:AlwaysandForever.YouTube.2016)
Itisinterestingtoseeinthisprojecttwoaspectsinrelationtosoundart.Ononehandthe
ideaofenablinganypersontobepartofthisworldandaffectit“whetherornotyouarea
musicianoragamer”(AlwaysandForever2016).Thiscoincideswiththeideasofrupture
betweenartistsandaudiencespresentinsoundart,bygivingthepowertothepeoplefor
creatingtheirownexperiences.Insoundart/experimentalmusicprojects,likePlaythe
Building,non-musicianswereabletomakemusicwithabuilding´sstructureasan
instrument.IfwethinkaboutPlaythingsVRwecanseethesesameelements.First,anon-
musicalobjectistransformedintoamusicalinstrument(virtualfoodandbuilding)and
second,thepossibilityofartisticcreationisgiventoanyone,nomatteriftheyareartistsor
35
not.VRandSoundArtsharecommonconceptsandtheyareevidentinthiscasethrough
interaction:givingpeopleasenseofagency.
3.2.4GnomesandGoblins
Thispieceisstillaprojectunderdevelopmentbutitisinterestingbecauseitisamixtureof
filmandgame:ofinteractivityandlinearmedia.Thegeneralstoryisaroundtwoscenarios,
onewithgnomesandonewithgoblins,andtherelationshipscreatedbytheplayerwiththe
beingsofthesetwolocations(seeFigure18).
Fig.18GnomesandGoblins(Source:TransportVR.2016)
AsreportedbyMurphy(2016),thecreatorJonFavreaustatedthattheideaistomakea
mixoffilmandgamesexploringtheideaofimmersion.Whatisinterestingtoexplorehere,
forFavreau,istofindabalancebetweengivingcontroltotheplayertoaffectthestoryand
environment,andatthesametimecreateadefinedplotthatguidestheplayer´sfocus:the
roleofthedirectorstillexistsbutwithnewrules.Oneofthemostimportantaspectsofthis
projectisartificialintelligence(AI)sincetherelationshipcreatedwiththegnomesiscentral
tothestory.Infact,thewayapersondecidestointeractwiththegnomeaffectshowthe
storyisdeveloped.Inthisproject,interactionispresentnotonlybyaffectingtheworld´s
environmentalobjects(grabbingfruits,openingdoors,ringingbells)butthroughthe
interactionwithcharacters.Whendescribingthetypeofinteractionwiththegoblinshown
inthepreviewofthegame,Favreaustates,“it´snotachecklistofwhatyouhaveto
accomplish,butthewayyouapproachhim,howcloseyouare”(Murphy2016).Ifwethink
aboutsoundart,theideaofco-creationpromotedbypreviousartistsiscompletely
36
applicabletothisproject.Thedirectorissettingaworldwhereaplayercanmoveandact
affectingtheoutcomeofthestorybutstillpushinghim/shetowardsaspecificgoal.Here,
theprojectiscreatedbothbyadirectorthatplotsanopenstoryandaplayerthatmoves
andredefinesthisstorydependingontheactionsandbehaviorsithas.Sinceitisstilla
projectunderdevelopmentitwillbeinterestingtoseeifdialogueenhancedwithAIoreven
musicinteractionisincludedtoimmersetheplayersevenmoreinsidethestory.
3.3Conclusion
TheVRprojectsexposedinthissectionshowsomeofthelatestcreationsmadeinVR.They
evidencethedegreeofinteractivityandimmersionthathasevolvedsincethebeginningsof
thistechnology.Interactivesoundscapesandmultisensorysystemsarepushingthe
boundariestocreatemorerealisticalternativeexperiencesthatgivetheuseragreater
senseofagencyandthereforeimmersion.Itisthroughthesecaseswhereweseeanew
perspectiveonimmersion.Inpreviousexamplesofsoundarts,itwasstatedthatonething
wasimmersion,thefeelingofbeingpresentinagivenspace,andanotherwastheabilityto
changethecontentwithinthisworld,whichreferredtointeraction.Herethereisa
connectionbetweenthetwotermsnotonlybycoexistencewithinvirtualrealitybutalsoby
areinforcementofonebyoftheother.InteractioninVR,throughsonicelements,further
enhancesthefeelingofbeingpartofanewworld.Spatialreconfigurationsandinteractivity,
whichwerestronglydevelopedbysoundarts,aretakenintonewlevelsofelaborationin
VR.
ItisinterestingtoseehownewcreativedevelopmentswillgrowwithinVR.Themedium
couldtakeelementsfromfilmandgamestoinnovate.Infilm,forexample,theideaofpoint
ofviewisveryinterestingsinceitisusedtoshowacertainperspectivewithinastory.In
thismedium,forinstance,theequalizationandloweringofthelevelofenvironmental
soundsisatechniqueoftenusedtosuggestanimmersionwithinthemindofacharacter.
Thiscouldbeincorporatedwithinteractivedramastomakeshiftsincharactersand
positionswithinstories.SinceVRsuggestsalmostimmediatelyafirstpersonperspective,
theuseofvariationsofsoundcouldchangethispointofviewtoshiftanglesandcreate
possiblethirdpersonperspectivesorchangesintodifferentcharacters.Expandingonthe
ideaofpointofview,ifwetakeasanexamplethefilmBeingJohnMalkovich(1999),wecan
37
thinkofanimmersionwithinacharacterwherewehearandseeeverythinghedoes,while
stillhavingourownconsciousness.SoundinVR,asinfilm,couldofferthechancestoshift
betweeninternalselfdirecteddialoguesandexternalcommunicationswiththeworld.VR
worldscouldbeenhancedbyincorporatingself-consciousnessandexteriorcommunication
withcleverusesofspeechwhere,throughsoundchangeswithequalizationand
spatialization,theplayercangainanevendeepersenseofpresence.Theavatarwithinthe
virtualworldisnotonlyaphysicalbeingthatcanbecontrolledbutalsoaconsciousone:it
canhearhisinternalmindvoice.
VRcouldalsoincorporateideasfromvideogamestoinnovate.Theideaofcompetitionand
rewardbasedonpointsisacommonelementinmanygames.Theideaofcompetitionand
rewardcouldbeusedwithinVRexperienceslikeinteractivefilmswhere,besideshavingthe
freedomtoactwithinavirtualworld,andfollowingapredefinedstory–drivenexperience,
theuserscanengageininternalcompetitionsdependingonspecificgoalscreatedwithin
thestory.
ThecreativepossibilitiesofVRwillcontinuetogrowasthetechnologybecomesmore
popularandavailableforeveryonetouse.Onthehandsofthecreatorsofcontentsliesthe
responsibilityofboostingthemedium,byofferingcompellingandnewinteractive
experiences.ItisusefultoseetechniquesusedinothermediumstoexplorethemwithinVR,
assomeofthepreviousexamplesshowed.
Chapter4
GeneralConclusion
ThisworkhasmadeevidentatranslationofconceptsbetweensoundartandVR,focusing
especiallyonimmersionandagency.Immersionwaspromotedinsoundartthrough
alterationsofspace,usingsonicreconfigurationswithloudspeakersthatsurroundan
audienceandtranslocationsofauralenvironments,amongmanyothertechniques.
Envelopingacousticcreationswerealsodevelopedwithinfilmwiththeuseofsurround
systemslike5.1,7.1andDolbyAtmosandfinally,morerecentdevelopmentsinvolving
spatializedauralconstructions,whichtakeimmersiononestepfurther,arepossiblewith
38
theuseof3DaudiousedinVR.Theideaofmergingtheaudienceandthepieceofart,which
waspromotedfromthe60sinsidecontemporaryart,isstronglyexpressedandheightened
inVRwith3Daudiobutalsowithinteraction.Soundartalsoencouragedtheparticipation
ofpeoplewithinpiecesofart,breakingdichotomiesbetweenartistsandaudiencesand
establishinginteractive,two-waycommunicativesystems.Similarly,interactivemediums
likevideogamesandinteractivedramas/moviesinVRinvolvetheparticipationofplayers
thataffectthecontentofthemediumandpromoteacommunicativeloopfeedbackbetween
thedigitalworldandtheinputoftheparticipants;atwo-waycommunicativestructure.
Throughinteraction,asenseofagencyisgiventoparticipantsbothinsonicartprojectsas
wellasinVRones.Throughthispaper,itwascreatedatranslationofconceptsfromsound
arttoVR,anditwasalsoexploredhowaudioininteractivemediaisused.Besidesthis,it
gaveageneraloverviewoftheuseofsoundintraditionalmediatoseehowitcouldbeused
withinthisnewdigitalmedium.
StephenO’Callaghan,headofSound,Tools,andTechnologyinPlayStationVRWorlds,said
“themainchallengeforusinworkingwithVRasamediumwasthatwewereonuncharted
territory;therewasnohow-tomanualforaudio”(PlayStationEU2016).ThefieldofVR,AR
andMRissonewthattherearenopredefinedguidesofhowaudioshouldbeused,and
eventop-levelprofessionalsareinexploratorystages.Alotofresearchhasbeendoneto
achievetechnicaldevelopmentsbutnowistimetousethetechnologyincreativeways.
Hopefully,thisworkcontributestopromotenewwaysofthinkingaboutaudiotaking
motivationsfrompreviousbrilliantsoundartistswhotranscendedtraditionalideasand
empoweredtransformationsincreativeworks.
39
References
Ainger,M.,SchroederB.2014.GestureintheDesignofInteractiveSoundModels.TheOxford
HandbookofInteractiveAudio.OxfordUniversityPress.
Altman,M.,Krauss,K.,Susal,J.,Tsingos,N.2016.ImmersiveAudioinVR.AESE-library
[online].AESConferenceonAudioforVirtualandAugmentedReality.LosAngeles
September30-October12016.Availablefrom:http://www.aes.org/e-lib.
AlwaysandForeverComputerEntertainment.2016.PlaythingsVR.[online]Availablefrom:
http://playthingsvr.com/[Accessed7May2017]
Auro-3D.2017.Auro-3D.[online]Availablefrom:http://www.auro-3d.com/professional/a-
new-standard/[Accessed29April2017]
BeingJohnMalkovich.1999.[film].DirectedbySpikeJonze.USA:PropagandaFilms,Single
CellPictures,GramercyPictures.
Bordwell,D.,Thompson,K.,2012,FilmArt_AnIntroduction,10thedn,McGraw-Hill,New
York.
Byrne,D.2005.PlaytheBuilding.DavidByrne[online].Availablefrom:
http://journal.davidbyrne.com/explore/playing-the-building[Accessed8May2017]
Chion,M.1994.Audio-Vision:soundonscreen.ColumbiaUniversityPress,NewYork.
CNET.2016.TheHistoryofVR[video,online].YouTube.Availablefrom:
https://www.youtube.com/watch?v=hDWfsIbBtwE[Accessed30April2017]
40
C.S.W.2013.GogglesforGamers.TheEconomist[online].3July2013.Availablefrom:
http://www.economist.com/blogs/schumpeter/2013/07/oculus-rift[Accessed30April
2017]
Digi-Capital.2017.Aftermixedyear,mobileARtodrive108billionAR/VRmarketby2021.
[online].
Availablefrom:http://www.digi-capital.com/news/2017/01/after-mixed-year-mobile-ar-
to-drive-108-billion-vrar-market-by-2021/#.WPPwelOGORs
[Accessed22April2017]
Dolby.2017.DolbyAtmos.Availablefrom:https://www.dolby.com/us/en/brands/dolby-
atmos.html[Accessed27April2017]
ForensicVR.VR.Availablefrom:http://forensic-vr.com/VR[Accessed30April2017]
Franinovic,K.,Serafin,S.2013.SonicInteractionDesign.TheMITPress:Cambridge.
Franinovic,K.,Salter,C.2013.TheExperienceofSonicInteraction.SonicInteractionDesign.
TheMITPress:Cambridge.
Gervautz,M.,Mazuryk,T.1996.VirtualrealityHistory,Applications,TechnologyandFuture.
ViennaUniversityofTechnology.Availablefrom:
https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/[Accessed
26April2017]
Gigante,M.1993.VirtualReality:Definitions,HistoryandApplications.In:Earnshaw,R.,
Gigante,M.,Jones,H.eds.VirtualRealitySystems.AcademicPress:London,3-14.
Harma,A.,Jakka,J.,Tikander,M.,Karjalainen,M.,Lokki,T.,Nironen,H.,Vesa,S.2003
Techniquesandapplicationsofwearableaugmentedrealityaudio.AES[online].AES114th
Convention.Amsterdam22-25March2003.
41
Hermes,W.2000.TheStoryof4’33.NPR[online].Availablefrom:
http://www.npr.org/2000/05/08/1073885/4-33
[Accessed26April2017]
Herzer,J.2014.AcousticScenographyandInteractiveAudio:SounddesignforBuilt
Environments.TheOxfordHandbookofInteractiveAudio.OxfordUniversityPress.
Hook,B.2014.OculusConnect:IntroductiontoAudioinVR.YouTube[online].Available
from:https://www.youtube.com/watch?v=kBBuuvEP5Z4&t=1749s
[Accessed1May2017]
Kastbauer,D.2014.OurInteractiveAudioFuture.TheOxfordHandbookofInteractiveAudio.
OxfordUniversityPress.
Lamkin,P.2017.BestVRHeadsets2017:HTCVive,Oculus,PlayStationVRcompared.
Wareable[online].14March2017.Availablefrom:https://www.wareable.com/vr/best-vr-
headsets-2017
[Accessed30April2017]
Leitner,B.1995.SoundFieldIV.BernardLeitner.Availablefrom:
http://www.bernhardleitner.at/works[Accessed8May2017]
Licht,A.2009.SoundArt:Origins,developmentandambiguities.OrganisedSound,Volume
14(1).
Lind,A.2016.LINES-aninteractivesoundexhibition.YouTube[online].Availablefrom:
https://www.youtube.com/watch?v=hP36xoPXDnM&feature=youtu.be[Accessed10May
2017]
Ludlow38.2010.MaryanneAmacher:City-Links.GoetheInstitut,NewYork.Availablefrom:
http://ludlow38.org/archive/index.php?/interviews/maryanne-amacher-city-links/
42
Mateas,M.,Stern,A.2005.StructuringcontentintheFaçadeInteractiveDrama
Architecture.ProceedingsoftheFirstArtificialIntelligenceandInteractiveDigital
EntertainmentConference.
Microsoft.2016.MicrosoftHololens.Availablefrom:
https://www.microsoft.com/microsoft-hololens/en-us/why-hololens.(Accessed5of
December2016)
Milgram,P.Takemura,H.Utsumi,A.andKishino,F.1995.Augmentedreality:aclassof
displaysonthereality-virtualitycontinuum.
Murphy,M.2016.JonFavreauon’GnomesandGoblins’andVirtualReality.NewYorkTimes
[online].30August2016.Availablefrom:
https://www.nytimes.com/2016/08/31/movies/jon-favreau-on-gnomes-goblins-and-
virtual-reality.html[Accessed8May2017]
Neuhaus,M.1993.NotesonPlaceandMoment.Availablefrom:http://www.max-
neuhaus.info/soundworks/vectors/place/notes/[Accessed26April2017]
Oculus.2017.LocalizationandtheHumanAuditorySystem.Oculus[online].Availablefrom:
https://developer3.oculus.com/documentation/audiosdk/latest/concepts/audio-intro-
localization/[Accessed1May2017]
Oldenburg,A.2013.SonicMechanics:audioasgameplay.TheInternationalJournalof
ComputerGameResearch.Volume13(1).Availablefrom:
http://gamestudies.org/1301/articles/oldenburg_sonic_mechanics
[Accessed24April2017]
PlayStation.2017.VRWorlds.PlayStation[online].Availablefrom:
https://www.playstation.com/en-ie/games/vr-worlds-ps4/[Accessed7May2017]
43
PlayStationEU.2016.TheSoundandMusicofPlayStationVRWorlds.YouTube[online].
Availablefrom:https://www.youtube.com/watch?v=y5FLTyRMpOM&feature=youtu.be
[Accessed7May2017]
Rogers,H.2014.SpatialReconfigurationinInteractiveVideoArt.TheOxfordHandbookof
InteractiveAudio.OxfordUniversityPress.
Schoenherr,S.2005.RecordingTechnologyHistory.AES.[online].Availablefrom:
http://www.aes.org/aeshc/docs/recording.technology.history/notes.html[Accessed27
April2017]
Small,C.1998.Musicking:TheMeaningsofPerformingandListening.Middleton,CT:
WesleyanPress.
Solomon,B.2014.FacebookbuyOculus,VirtualRealitygamingstartup,for$2billion.
Forbes.[online].25March2014.Availablefrom:
https://www.forbes.com/sites/briansolomon/2014/03/25/facebook-buys-oculus-virtual-
reality-gaming-startup-for-2-billion/#73a430d32498
[Accessed23April2017]
Sonnenschein,D.,2001.SoundDesign.Theexpressivepowerofmusic,voice,andsoundeffects
incinema.MichaelWieseProductions,LosAngeles.
Stevens,T.2011.NintendoVirtualBoyreview.Engadget.[online].Availablefrom:
https://www.engadget.com/2011/03/21/nintendo-virtual-boy-review/
[Accessed22April2017]
Tanaka,A.Interaction,Agency,Experience,andtheFutureofMusic.InBrown,B.,O´Hara,K.
ConsumingMusicTogether:SocialandCollaborativeAspectsofMusicConsumption
Technologies.ComputerSupportedCooperativeWork(CSCW)Vol.35.Springer,Dordrecht,
2006.
44
Tittel,C.2009.SoundArtasSonification,andtheArtisticTreatmentofFeaturesinour
Surroundings.OrganisedSound,Volume14(1).
TheEconomist.2015.PlanetofthePhones.TheEconomist.[online].26February2015.
Availablefrom:http://www.economist.com/news/leaders/21645180-smartphone-
ubiquitous-addictive-and-transformative-planet-phones
[Accessed22April2017]
TransportVR.2016.Gnomes&Goblins.Availablefrom:
https://www.transportvr.com/gnomes-goblins[Accessed8May2017]
Utterback,C.2004.ElectronicBookReview.[online].Availablefrom:
http://www.electronicbookreview.com/thread/firstperson/multitiered[Accessed27April
2017]
Wired.2017.StepIntotheVoid,WhereVRMergeswiththeRealWorld.YouTube.Available
from:https://www.youtube.com/watch?v=WUs5qi_RFnM
[Accessed7May2017]
Zero-Th.2004.RecycledSoundscapes.Zero-th[online].Availablefrom:http://www.zero-
th.org/RecycledSound.html[Accessed8May2017]