Difference between revisions of "AuraVR"

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Under its way!
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'''Aura VR (2021) by Kunwoo Kim'''
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- Aura VR is a VR-translated performance of the SLOrk performance piece, Aura (2019), composed by Kunwoo Kim.
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    Link: https://youtu.be/MT7x8EYyxQ0
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- Aura (2019) has been translated into Aura 3D (2021), an audiovisual interpretation of Aura (2019) SLOrk piece.
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    Link:
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Aura has been conceived with the idea of expressing human qualities that cannot be put into linguistic terms. For example, I as a person, has the name "Kunwoo Kim", has labels, "Korean", "male", "Graduate Student", etc. However, these are just the stars in the universe, while myself as a whole, is the entire universe itself. This is the same among every human being on the earth. Each of the "lantern" object represents a human being, and the sound and light emitted from it, represents the holistic person.
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Aura VR has a research purpose of exploring the translation among different media, and incorporating a social musical performance in an immersive medium such as Virtual Reality. For 220C, Aura VR will be produced as a solo performance piece with seven other lanterns controlled by the computer. Such control will later be replaced with real human control, making the piece become a social ensemble performance via network. We dream of the audience to be inside the same immersion as well, enjoying the piece within the shared medium.
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'''Progress'''
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- Week 1~3: I created a VR-programmable environment in Unity by setting up Chunity, SteamVR, Postprocessing, and connecting Vive inputs into the environment. I also imported some of the assets that I used for Aura 3D (2021) into the environment.
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- Week 4: I created a first lantern that is to be controlled by the soloist. I incorporated a pan-pipe granular synthesis timbre into the lantern. As the soloist widens their hands, the lantern and granular synthesis gain grew bigger. Each time the soloist reaches a maximum or minimum point, the chord progressed to the next. Chunity is incorporated in order to have sound control systematic parameters such as gain and chord progression.
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- Week 5: I incorporated vibrato interaction into the soloist's lantern. I used a vector 2 touchpad on the vive controllers to control the frequency and gain of the vibrato. The left controller's touch pad determines the frequency, and the right controller's touchpad determines the gain, and these can be changed in real-time. Chunity sends vibrato frequency and gain information to Unity on-the-fly, which directly controls the subtle graphical changes on the lantern.
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- Week 6: I incorporated the first and second phase of the piece where the other lanterns echo with the soloist's lantern, and later harmonize with it. Each lantern had a similar granular synthesis system attached, and this created a bit of a problem where my computer could not handle all the computations, creating unpleasant noise. This had to be fixed by for-going on granular synthesis and use purely synthesized sound in order to take off some of the loads.
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- Week 7: I incorporated a Clarinet UGen in ChucK and it got rid of the noise! The chord progressions were sporadically creating errors, which I had no idea on the possible solution. I did put different global variable names to the messages that Unity and Chunity communicate through, and it seemed to ameliorate the problem. However, it did not come to an ultimate solution, and the bug was not reproducible. More to come!
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- Week 8: I plan to incorporate the third phase!

Revision as of 15:51, 13 May 2021

Aura VR (2021) by Kunwoo Kim


- Aura VR is a VR-translated performance of the SLOrk performance piece, Aura (2019), composed by Kunwoo Kim.

    Link: https://youtu.be/MT7x8EYyxQ0

- Aura (2019) has been translated into Aura 3D (2021), an audiovisual interpretation of Aura (2019) SLOrk piece.

    Link:


Aura has been conceived with the idea of expressing human qualities that cannot be put into linguistic terms. For example, I as a person, has the name "Kunwoo Kim", has labels, "Korean", "male", "Graduate Student", etc. However, these are just the stars in the universe, while myself as a whole, is the entire universe itself. This is the same among every human being on the earth. Each of the "lantern" object represents a human being, and the sound and light emitted from it, represents the holistic person.

Aura VR has a research purpose of exploring the translation among different media, and incorporating a social musical performance in an immersive medium such as Virtual Reality. For 220C, Aura VR will be produced as a solo performance piece with seven other lanterns controlled by the computer. Such control will later be replaced with real human control, making the piece become a social ensemble performance via network. We dream of the audience to be inside the same immersion as well, enjoying the piece within the shared medium.


Progress

- Week 1~3: I created a VR-programmable environment in Unity by setting up Chunity, SteamVR, Postprocessing, and connecting Vive inputs into the environment. I also imported some of the assets that I used for Aura 3D (2021) into the environment. - Week 4: I created a first lantern that is to be controlled by the soloist. I incorporated a pan-pipe granular synthesis timbre into the lantern. As the soloist widens their hands, the lantern and granular synthesis gain grew bigger. Each time the soloist reaches a maximum or minimum point, the chord progressed to the next. Chunity is incorporated in order to have sound control systematic parameters such as gain and chord progression. - Week 5: I incorporated vibrato interaction into the soloist's lantern. I used a vector 2 touchpad on the vive controllers to control the frequency and gain of the vibrato. The left controller's touch pad determines the frequency, and the right controller's touchpad determines the gain, and these can be changed in real-time. Chunity sends vibrato frequency and gain information to Unity on-the-fly, which directly controls the subtle graphical changes on the lantern. - Week 6: I incorporated the first and second phase of the piece where the other lanterns echo with the soloist's lantern, and later harmonize with it. Each lantern had a similar granular synthesis system attached, and this created a bit of a problem where my computer could not handle all the computations, creating unpleasant noise. This had to be fixed by for-going on granular synthesis and use purely synthesized sound in order to take off some of the loads. - Week 7: I incorporated a Clarinet UGen in ChucK and it got rid of the noise! The chord progressions were sporadically creating errors, which I had no idea on the possible solution. I did put different global variable names to the messages that Unity and Chunity communicate through, and it seemed to ameliorate the problem. However, it did not come to an ultimate solution, and the bug was not reproducible. More to come! - Week 8: I plan to incorporate the third phase!