Project Description
Artistic Vision:
Dynamic Landscapes will be a VR project. The musician will
use a VR headset to view a digital landscape, e.g. a sunny field or a dingy
forest. Here they will use their voice to move around the space; long notes
will move the person forward, and pitch intervals will rotate the person's
perspective left or right a different degrees depending on the interval size.
The musician will use their voice to navigate the space, exploring whether
different settings or game goals create different genres of music.
I will create this using Unity3D with C# scripts analysing
the spectrum data to get information about the notes sung.
A possible way to perform the score would be in a
theatre/performance space, having the musician wearing the VR headset on the
stage and a large screen/projector displaying their view of the virtual
landscape in real-time behind them.
This project takes a virtual landscape and uses that as a
musical score, conveying the feelings of the music it wants to produce, while
letting each performance be different, as the musician chooses which way they
want to go and what sounds they want to produce.
A composer can create a new landscape to communicate a new
musical idea, an atmosphere for the piece, while the musician improvises and
plays with that theme. I think this can help transform how music is seen as a
creative idea, rather than the composer setting out the notes and the musician
choosing how to emote with them, the musician is choosing the notes and
composer setting the atmosphere which can create new unique pieces.
This score allows anyone to create music, without the
barriers of needing an musical education to understand a traditional western
score. Anyone can compose by drawing out a landscape and have that translated
into a 3D model of their world for people to perform. Having simply described
sounds made by a person means anyone able to make vocal noise can play the
piece without vocal training.
Drawbacks to this project include that it is visually based.
Someone with limited/no sight could not perform one of these scores, though
they could compose by describing a scene to someone/a generative AI, and hear
another musician perform the piece.
I will be using Unity to create a VR app, either creating 3D
models myself using Blender or obtaining assets online. I will then write
scripts to detail object behaviour using C#, taking in audio input and
analysing it using the spectrum data to work out the characteristics of the
notes and translating them into movement.
As a stretch goal, to add more agency to the composer over the piece, I will create goals/mini games the musician can choose to complete, to guide their exploration and subsequent music create in a certain direction.
Aims & Objectives
Aim:
- To seek new knowledge in how a VR game can be used by a composer and musician to create a digital music score
Objectives:
- Create a VR project where the musician can move about the space using their voice.
- The program will display a virtual world
- The program will display multiple worlds, movements
- The player will be moved to a new world after a goal is completed or a certain amount of time has elapsed
- The program will pick up vocal input.
- The program will recognize a note’s duration, volume and pitch.
- The program will move the player based on the vocal input.
- The program will move the character forward for the duration of long notes.
- The program will rotate the player based on the interval width of 2 short notes.
- The program will alter the speed based on the volume of the input.
- The player may choose to complete objectives inside the landscapes
- The score will be iteratively tested on an external musician, collecting feedback to improve
- A new phase will be designed with the musician’s feedback
- The score will be performed at the end of development
- The composer's experience will be recorded
- The musician's experience will be recorded
Methodology
I will use an agile methodology
during this project, continuously bringing in a musician to use the technology,
evaluate their experience, and take feedback to adapt and alter the project.
This will help bring new points of view to the project, stopping a tunnel
approach from happening if I only stick to my ideas. It will also help give the
app a user focus, making sure it's understandable from the beginning, not just
as an afterthought, analysing how much digital knowledge is needed to interpret
the score.
The structure of each phase (alpha,
beta, final) will be as follows:
1. Design
a. The design stage starts with (if
applicable) looking at feedback from the last demo with the musician. I will analyse
what went well and what needs to be improved, translating these into new
features or upgrades to add to the next implementation. These may include ideas
to make the score more interesting or interactive and ways to improve usability
to make controls more understandable or intuitive. If in the first stage, instead
of getting features from the previous demo, I will come up with the original features I
see fit for the first design.
b. Next, these new features/upgrades
will be realised through diagrams and plans. I will plan out how the features
will be integrated into the previous design, adding to or redesigning the last iteration’s
diagrams. After this stage, I will have a full idea of what I want the project
to look like at the next demo – the end of this iteration.
c. After is the research section.
Here I will look into the new techniques I plan to use and find useful
resources to help me. I may also look for assets if the new features include
editing/creating new digital landscapes.
d. Lastly, I will write up a step-by-step
plan of what order I plan to implement the new features.
2. Code
a. The coding stage includes
coding the project, surprise, surprise. Following each of the steps decided on
at the end of the design phase.
b. If all steps are completed, I
will start working on stretch goals before the next demo.
3. Demo
a. In the demo stage, the
musician is brought in to use perform the score. They will be using the most
recent working version of the project, if new elements are in the middle of
being implemented, it will revert back to the previous commit of working code.
b. The musician will be filmed
playing the score and interviewed afterwards to gather feedback for the next
design.
c. The interviews will be semi-structured,
more of a conversation between the interviewer and me.
d. They will also be asked to
perform a Stimulated Recall Method (SRM). The
SRM involves replaying the piece sung by the musician during the
demo as the musician dictates their stream of consciousness throughout the
process, recounting the decisions they made and any meaningful experience they
had.
e. This concludes the
demo stage and will cycle back to design.