Virtual Reality Musical Instruments: State of the Art, Design Principles
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Stefania Serafin,∗ Cumhur Erkut,∗ Juraj Kojs,† Niels C. Nilsson,∗ Virtual Reality Musical and Rolf Nordahl∗ Instruments: State of the ∗Multisensory Experience Lab Aalborg University Copenhagen Art, Design Principles, A.C. Meyers Vænge 15 2450 Copenhagen, Denmark and Future Directions {sts, cer, ncn, m}@create.aau.dk †Frost School of Music University of Miami P.O. Box 248165 Coral Gables, FL 33146, USA [email protected] Abstract: The rapid development and availability of low-cost technologies have created a wide interest in virtual reality. In the field of computer music, the term “virtual musical instruments” has been used for a long time to describe software simulations, extensions of existing musical instruments, and ways to control them with new interfaces for musical expression. Virtual reality musical instruments (VRMIs) that include a simulated visual component delivered via a head-mounted display or other forms of immersive visualization have not yet received much attention. In this article, we present a field overview of VRMIs from the viewpoint of the performer. We propose nine design guidelines, describe evaluation methods, analyze case studies, and consider future challenges. In 1965, Ivan Sutherland described his idea of an between novel interfaces and sound synthesis algo- ultimate display, conceived as a multisensorial rithms have been at the forefront of development. virtual experience able to recreate the Wonderland Progress in interactive auditory feedback and novel where Alice once walked (Sutherland 1965). More control mechanisms has made great strides. On than 50 years later, such ultimate display is nearly the other hand, the new interfaces for musical ex- at hand. In the past couple of years, the rapid devel- pression (NIME) community has not shown a wide opment of low-cost virtual reality displays, such as interest in the visual aspects of VMIs. One of the the Oculus Rift (www.oculus.com/rift), HTC’s Vive reasons why virtual reality musical instruments (www.htcvive.com), and open-source virtual reality (VRMIs) have not drawn more attention in this (www.razerzone.com/osvr), has boosted interest in community might be the fact that musicians mostly immersive virtual reality technologies. Hardware rely on their auditory and tactile feedback and on the devices once exclusive to high-end laboratories are interaction with the audience. Another reason could now available to consumers and media technol- be that low cost and portable visualization devices ogy developers. We define virtual reality (VR) as have only become available in the last five years. an immersive artificial environment experienced Researchers working with interactive audio through technologically simulated sensory stimuli. and haptic feedback have called their instruments Furthermore, one’s actions have the potential to VRMIs (see, e.g., Leonard et al. 2013); however, shape such an environment to various degrees. visual feedback was absent. In this article we dis- In the fields of new interfaces for musical ex- tinguish, on the one hand, between virtual musical pression and sound and music computing, virtual instruments (VMIs), defined as software simulations musical instruments (VMIs) have been developed or extensions of existing musical instruments with and refined in recent decades (see, e.g., Cook 2002; a focus on sonic emulation, for example, by physical Smith 2010). Physical interfaces for musical ex- modeling synthesis (Valim¨ aki¨ and Takala 1996) and, pression, gestural control, and mapping systems on the other hand, virtual reality musical instru- ments (VRMIs), where the instruments also include a simulated visual component delivered using either Computer Music Journal, 40:3, pp. 22–40, Fall 2016 doi:10.1162/COMJ a 00372 a head-mounted display (HMD) or other forms of c 2016 Massachusetts Institute of Technology. immersive visualization systems such as a CAVE 22 Computer Music Journal Downloaded from http://www.mitpressjournals.org/doi/pdf/10.1162/COMJ_a_00372 by guest on 02 October 2021 (Cruz-Neira, Sandin, and De Fanti 1993). We do not the audience to the mechanisms of digital musical consider those instruments in which 3-D visual instruments using 3-D visualization. The topic of objects are projected using 2-D projection systems, audience participation in virtual reality experiences such as the environment for designing virtual mu- lies, however, beyond the scope of this article. sical instruments with 3-D geometry proposed by Virtual reality musical instruments have the Axel Mulder (1998) and the tabletop based systems potential to bridge the fields of NIME and VMIs. proposed by Sergi Jorda` (2003). We focus instead on Adding meaningful immersive visualization to a the examination of 3-D immersive visualizations digital musical instrument can result in a new way from the viewpoint of the performer. of experiencing music. In the following sections, We believe that virtual reality shows the greatest we present an overview and the current status of potential when facilitating experiences that cannot research and practice of VRMIs. We propose nine be encountered in the real world. As Jaron Lanier design guidelines, provide case studies, and discuss envisioned in Zhai (1998): potential future challenges. I have considered being a piano. I’m interested in being musical instruments quite a lot. Also, Background Work you have musical instruments that play reality in all kinds of ways aside from making sound in Although research and development in VMIs has a Virtual Reality. That’s another way of describing long history and many examples can be found in the arbitrary physics. With a saxophone you’ll be literature, the same cannot be said for VRMIs. In able to play cities and dancing lights, and you’ll the following we propose an overview of the most be able to play the herding of buffaloes made of significant VRMI research efforts. crystal, and you’ ll be able to play your own body Cadoz and colleagues have been developing their and change yourself as you play the saxophone CORDIS-ANIMA system for many years. It is a (Heilbrun 1989, p. 110). modeling and simulation programming language for In line with Lanier’s thoughts, immersive tech- audio and image synthesis based on physical models nologies enable new musical experiences that extend (Cadoz, Luciani, and Florens 1993). Although to beyond those offered by traditional musical instru- our knowledge the system has never been used in ments. Immersive visualizations thus stimulate immersive virtual environments, it includes all additional levels of abstraction, immersion, and the elements of immersive multimodal musical imagination. instruments, covering auditory, haptic, and visual On the other hand, virtual reality research has feedback. focused mainly on the exploration of visual feedback, Maki-Patola¨ and coworkers reported on a software with other senses playing a secondary role. In some system designed to create virtual reality musical cases, the sole focus on visual domain can provide instruments (Karjalainen and Maki-Patola¨ 2004; a powerful visual experience away from the daily Maki-Patola¨ et al. 2005). The team presented four life. Ben Shneiderman has stated that virtual reality case studies: a virtual xylophone, a membrane, a offers a lively new alternative for those who seek theremin, and an air guitar. The authors discuss the immersion experiences via blocking out the real quality, efficiency, and learning curve as outlined by world with goggles on their eyes (Preece et al. 1994). Jorda` (2004). For example, low spatial and temporal It is important to note that virtual reality can pose resolution and latency decrease efficiency (Maki-¨ some challenges for the audience that witnesses a Patola et al. 2005). They suggest that existing performer wearing head-mounted display for im- technologies can improve these deficiencies and mersive visualization as stated by Berthaut, Zappi, allow for more responsive instruments, expanding and Mazzanti (2014). This is mainly because the both design and performance possibilities. audience is unable to share performer’s experience. One of the most important features of VR in- Berthaut et al. (2013) presented an attempt to expose terfaces is their potential for visualization. Virtual Serafin et al. 23 Downloaded from http://www.mitpressjournals.org/doi/pdf/10.1162/COMJ_a_00372 by guest on 02 October 2021 Figure 1. Virtual FM Synthesizer (a) and Virtual Air Guitar (b). Images are from http://mcpatola.com /almaproject/HUTTMLIndex.html, used with kind permission of Teemu Maki-Patola.¨ reality musical instruments can stimulate intel- visualization. Gelineck and colleagues further de- ligent visual feedback that may aid the player in tailed possibilities that could not be achieved in the performing. This expands the interaction with physical counterpart, such as the ability to change the physical instruments, where visual feedback the dimensions of the simulated instruments while is directly connected to the mechanism of sound playing them. production, for example, vibrating strings. Gelineck Similarly, the FM synthesizer and the virtual air et al. (2005) proposed several physics-based VRMIs, guitar that were developed within the Algorithms such as a flute and drum. The instruments used for the Modeling of Acoustic Interactions (ALMA) a combination of physical models, 3-D visualiza- project and presented by Maki-Patola¨ and coworkers tions, and alternative sensing techniques. Blowing sonically expand the theremin and guitar, respec- into a plastic