Abstract
In dreams, one’s life experiences are jumbled together, so that characters can represent multiple people in your life and sounds can run together without sequential order. To show one’s memories in a dream in a more contextual way, we represent environments and sounds using machine learning approaches that take into account the totality of a complex dataset. The immersive environment uses machine learning to computationally cluster sounds in thematic scenes to allow audiences to grasp the dimensions of the complexity in a dream-like scenario. We applied the t-SNE algorithm to collections of music and voice sequences to explore the way interactions in immersive space can be used to convert temporal sound data into spatial interactions. We designed both 2D and 3D interactions, as well as headspace vs. controller interactions in two case studies, one on segmenting a single work of music and one on a collection of sound fragments, applying it to a Virtual Reality (VR) artwork about replaying memories in a dream. We found that audiences can enrich their experience of the story without necessarily gaining an understanding of the artwork through the machine-learning generated soundscapes. This provides a method for experiencing the temporal sound sequences in an environment spatially using nonlinear exploration in VR.
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07 May 2022
In the original version of this book the name of LC Ray was incorrect, which has now been corrected.
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Erol, Z., Zhang, Z., Özgünay, E., LC, R. (2022). SOUND OF(F): Contextual Storytelling Using Machine Learning Representations of Sound and Music. In: Wölfel, M., Bernhardt, J., Thiel, S. (eds) ArtsIT, Interactivity and Game Creation. ArtsIT 2021. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 422. Springer, Cham. https://doi.org/10.1007/978-3-030-95531-1_23
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DOI: https://doi.org/10.1007/978-3-030-95531-1_23
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