by Robert Hamilton*
*Center for Computer Research in Music and Acoustics (CCRMA)
email@example.com · http://ccrma.stanford.edu/~rob · www.roberthamilton.org
This paper describes an interactive multi-channel multi-user networked system for real-time composition and improvisation built using a modified version of the Quake III gaming engine. By tracking user's positional and action data within a virtual space, and by streaming that data over UDP using OSC messages to a multi-channel Pure Data (PD) patch, users' actions in virtual space are correlated to sonic actions in a physical space. Virtual environments designed as abstract compositional maps or representative models of the user's actual physical space are investigated as means to guide and shape compositional and performance choices.