MUSIC INSTRUMENTS IN VR
SVR is a platform for musicologists, enthusiasts to play hyperinstruments in virtual reality.
Simulacra is a tool that helps you design virtual sound worlds with abstract instruments.The infrastructure enable users without musicality develop sophisticated instruments.
Simulacra is a hyperinstrument that approaches musical instruments as haptic devices.Simulacra uses machine learning techniques to create experimental instruments which gives musicians the ability to make music using completely new sounds. It helps experience a cross between music and perception.
far-range interaction via raycast direction & pinch. Static display of contextual information, sigle value drag ajustment, binary pinch-click to expand a more complex piece of UI.
Experimentation of hybrid particles movement on GPU with 2D eulerian fluid and 3D particles simulation. The closest to the ground, the more influenced by the fluid simulation.
Pure Data
This will simulate hair interactables for synthesis of granular sounds
Printed instruments can be exported for musical playing . Ray Kurtzweil has talked about his prediction that in 2020 we will be able to digitally download 3D assets.
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Machine Learning It gives musicians the ability to explore completely new sounds generated by the NSynth machine learning algorithm. https://nsynthsuper.withgoogle.com/
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Traditional
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Augmented Reality
Cell division : https://github.com/mattatz/CellularGrowth + http://igeo.jp/tutorial/55.html
Disembodied Perfomance Cycling and MAX/MSP beeple Feels https://vimeo.com/170945423
Caustic Albums
This repo contains examples of UI design for tracked hands in AR/VR featuring remote interaction, and some general hand-related components and utilities that I use for rapid prototyping. HandUI works with Leap Motion’s API.
Watch video · Download demo (Vive/Oculus + Leap Motion)
Hoop affordance for translating, rotating, and scaling a 3D model.
Examples of far-range interaction via raycast direction & pinch. Static display of contextual information, sigle value drag ajustment, binary pinch-click to expand a more complex piece of UI.
Non-physical near-range interaction with raycast and pinch.
Parabolic extensions to increase reach over a large virtual map object.