Since I’ve been working recently on music for a Virtual Reality project (more info in the coming months), I’ve been thinking a lot about VR technology and its effect on the creative process. Certainly, VR is going to be a great environment in which to be creative and perform tasks and skills with enhanced focus, according to this article from the VR site SingularityHub. I’ve written in this blog before about the role that music and sound will play in the Virtual Reality gaming experience. It’s clear that music will have an impact on the way in which we experience VR, not only during gaming experiences, but also when using the tools of VR to create and be productive. With that in mind, let’s consider if the opposite statement may also be true – will VR impact the way in which we experience music, not only as listeners, but also as video game composers?
Simple VR technologies like the popular Google Cardboard headset can be a lot of fun – as I personally experienced recently (photo to the left). However, they offer only the rudimentary visual aspects, which omits some of the most compelling aspects of the VR experience. When motion tracking (beyond simple head movement) is added to the mix, the potential of VR explodes. Over the next three articles, we’ll be exploring some interesting possibilities created by the motion tracking capabilities of VR, and how this might alter our creative process. In the first article, we’ll have some fun exploring new ways to play air guitars and air drums in the VR environment. In the second article, we’ll take a look at ways to control virtual instruments and sound modules that are folded into the VR software. And finally, in the third article we’ll explore the ways in which VR motion tracking is allowing us to immersively control our existing real-world instruments using MIDI. But first, let’s take a look at the early days of VR musical technology!
Recently I bought my first VR headset, and since then I have been adventuring in the world of virtual reality courtesy of Google Cardboard. For something as high tech and impressive as the VR experience, Google Cardboard makes the whole process easy, low-cost and accessible. While Google provides instructions for users who’d like to make their own headsets from scratch using simple craft materials, I opted to purchase a version made by the good folks at IMCardboard.com. Pictured to the right, you see me wearing their EVA 2.0 headset, made from a rubber-like material that’s very comfortable and lightweight. Despite the more sophisticated look and materials, this headset still adheres to the Google Cardboard specs in terms of its design. Coupling the immersive visuals offered by this headset with powerful music and sound from my trusty pair of Sennheiser HD 650 headphones, I was now ready to go adventuring in cyberspace.
I don’t know if 2016 is going to be the year of virtual reality, but since I’ve taken my first step into the VR world, I thought we could use this blog to touch base with developments in the VR world. We’ll look at a brand new audio tech conference that should be particularly interesting to VR folks. We’ll also get an overview of a couple of top audio technologies for virtual reality video games. One of these new technologies pertains directly to Google Cardboard, so that’s where we’ll begin: