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Virtual reality musical instruments: Guidelines for multisensory interaction design

Published: 04 October 2016 Publication History

Abstract

The rapid development and availability of low cost technologies has created a wide interest in virtual reality (VR), but how to design and evaluate multisensory interactions in VR remains as a challenge. In this paper, we focus on virtual reality musical instruments, present an overview of our design and evaluation guidelines, and examine historical case studies. Our main contribution is to inform the design and evaluation of the future VRMIs and consider the challenges.

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Chuck Blanchard, Scott Burgess, Young Harvill, Jaron Lanier, Ann Lasko, Mark Oberman, Mike Teitel, Chuck Blanchard, Scott Burgess, Young Harvill, Ann Lasko, Mark Oberman, and Mike Teitel. 1990. Reality built for two: a virtual reality tool. SIGGRAPH Comput. Graph. 24, 2 (Feb. 1990), 35--36.
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Cumhur Erkut, Antti Jylhä, and Reha Discioglu. 2011. A Structured Design and Evaluation Model with Application to Rhythmic Interaction Displays. In Proceedings of the 2011 conference on New interfaces for musical expression. Oslo, Norway, 477--480.
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Steven Gelineck, Niels Böttcher, Linda Martinussen, and Stefania Serafin. 2005. Virtual Reality Instruments capable of changing Dimensions in Real-time. Proceedings Enactive (2005).
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Antti Jylhä, I Ekman, Cumhur Erkut, and Koray Tahiroğlu. 2011. Design and Evaluation of Rhythmic Interaction with an Interactive Tutoring System. Computer Music Journal 35, 2 (July 2011), 36--48.
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Matti Karjalainen and Teemu Mäki-Patola. 2004. Physics-based modeling of musical instruments for interactive virtual reality. In Multimedia Signal Processing, 2004 IEEE 6th Workshop on. IEEE, 223--226.
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Konstantina Kilteni, Ilias Bergstrom, and Mel Slater. 2013. Drumming in immersive virtual reality: the body shapes the way we play. Visualization and Computer Graphics, IEEE Transactions on 19, 4 (2013), 597--605.
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Jaron Lanier. 1998. The Sound of One Hand. Whole Earth Review (1998), 1--4. https://www.youtube.com/watch?v=ItaPqJaUypY
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Teemu Mäki-Patola and Perttu Hämäläinen. 2004. Effect of latency on playing accuracy of two gesture controlled continuous sound instruments without tactile feedback. In Proc. Intl. Conf. Digital Audio Effects (DAFx). Naples, Italy, 11--16.
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Teemu Mäki-Patola, Juha Laitinen, Aki Kanerva, and Tapio Takala. 2005. Experiments with virtual reality instruments. In Proceedings of the 2005 conference on New interfaces for musical expression. National University of Singapore, 11--16.
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Stefania Serafin, Cumhur Erkut, Juraj Kojs, Niels C. Nilsson, and Rolf Nordahl. 2017. Virtual reality musical instruments: state of the art, design principles and future directions. Computer Music Journal (Winter 2017), 1--37. Accepted.
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Mel Slater. 2009. Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences 364, 1535 (2009), 3549--3557.
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Mel Slater, D-P Pertaub, and Anthony Steed. 1999. Public speaking in virtual reality: Facing an audience of avatars. IEEE Computer Graphics and Applications 19, 2 (1999), 6--9.

Cited By

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  • (2021)Scaffolding in immersive virtual reality environments for learning English: an eye tracking studyEducational technology research and development10.1007/s11423-021-10068-770:1(339-362)Online publication date: 22-Nov-2021
  • (2020)SENSE: Sensory component VR application for hearing impaired people to enhance the music experience2020 15th Iberian Conference on Information Systems and Technologies (CISTI)10.23919/CISTI49556.2020.9140447(1-6)Online publication date: Jun-2020
  • (2018)Motion Controllers, Sound, and Music in Video Games: State of the Art and Research PerspectivesEmotion in Video Game Soundtracking10.1007/978-3-319-72272-6_8(85-103)Online publication date: 10-Feb-2018
  • Show More Cited By

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cover image ACM Other conferences
AM '16: Proceedings of the Audio Mostly 2016
October 2016
285 pages
ISBN:9781450348225
DOI:10.1145/2986416
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 04 October 2016

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AM '16
AM '16: Audio Mostly 2016
October 4 - 6, 2016
Norrköping, Sweden

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AM '16 Paper Acceptance Rate 40 of 53 submissions, 75%;
Overall Acceptance Rate 177 of 275 submissions, 64%

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Cited By

View all
  • (2021)Scaffolding in immersive virtual reality environments for learning English: an eye tracking studyEducational technology research and development10.1007/s11423-021-10068-770:1(339-362)Online publication date: 22-Nov-2021
  • (2020)SENSE: Sensory component VR application for hearing impaired people to enhance the music experience2020 15th Iberian Conference on Information Systems and Technologies (CISTI)10.23919/CISTI49556.2020.9140447(1-6)Online publication date: Jun-2020
  • (2018)Motion Controllers, Sound, and Music in Video Games: State of the Art and Research PerspectivesEmotion in Video Game Soundtracking10.1007/978-3-319-72272-6_8(85-103)Online publication date: 10-Feb-2018
  • (2017)Implementation Study of Virtual Reality Technique in Environmental Artistic Design2017 International Conference on Robots & Intelligent System (ICRIS)10.1109/ICRIS.2017.46(157-160)Online publication date: Oct-2017

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