Sound as compass
During the experiment, a team of lecturers from both academies developed a VR experience. In this experience, a player wearing a VR headset moves through a series of virtual landscapes, from a dark forest to a dramatic plain and a cathedral, while navigating by sound alone. In this way, sound acts as a kind of compass.
Between physical and virtual space
In the experience, various techniques and systems from both academies converged. The landscapes were created by Games; the virtual acoustics were realised via a multi-channel audio system developed by M&T. The system has wooden speaker boxes that can simulate different acoustic environments. The player’s voice and sounds of movements were captured in real time and replayed with diverse reverberation and echo profiles.
The player moves physically through the studio, while lights, sound and projections react to the virtual environment. A portable speaker plays the role of a virtual flashlight, interactive object, and physical sound source. Altogether this creates a hybrid “playing field” in which the boundaries between physical and virtual space are continuously rewritten. And because of the virtual acoustics, the player becomes even more immersed in the world.







