Visualising Rave Music in Virtual Reality: Symbolic and interactive approaches

Conference paper


Weinel, J. (2020). Visualising Rave Music in Virtual Reality: Symbolic and interactive approaches. EVA London 2020. London 06 - 06 Jul 2020 BCS Learning & Development. https://doi.org/10.14236/ewic/eva2020.13
AuthorsWeinel, J.
TypeConference paper
Abstract

The virtual reality (VR) experience Cyberdream VR was presented at various events in 2019, 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 1990s rave flyers. 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’, suggests a possible new paradigm for performing with sound in VR, which is informative for the latest phase of Cyberdream's development. Drawing on ideas such as this, at a macro level of compositional structure, Cyberdream seeks ways to provide a continuous experience analogous to a DJ or VJ set, through blending of music tracks between scenes. Meanwhile, at a micro level of compositional structure, the user can trigger audio-visual ‘sound toys’ with the Oculus Quest Touch controllers. These are conceived as a means through which the user can intuitively ‘paint with sound’ in 3D space, improvising with the music, whilst also generating synaesthetic imagery. The design of the audio-visual 'sound toys' allows both the macro and micro elements to rhythmically interlock, so that sound can be generated in synchronisation with the music, while the corresponding visual imagery merges with the spatial environments. This paper will discuss on-going work on this project, advancing the discourse regarding the visualisation of hardcore rave music in virtual reality.

Year2020
PublisherBCS Learning & Development
Digital Object Identifier (DOI)https://doi.org/10.14236/ewic/eva2020.13
Publisher's version
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Open
Publication dates
Print06 Jul 2020
Publication process dates
Accepted06 Jun 2020
Deposited03 Mar 2021
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https://openresearch.lsbu.ac.uk/item/8w3vq

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