Description & Motivation

When was the last time you went to a music concert in an huge auditorium and realized that your seat location in the hall actually was making a significant difference to the sound you were listening to?
When was the last time you tried to feel what each instrument's importance is when you listen to a song?
What was the last time you listened to your favorite song and remember exactly what each piece of instrument brings the "vibe" to the whole music experience?
If you are unsure about your answer, then it's the time!

According to the statistics, The Average American Listens to Four Hours of Music Each Day. This was our motivation to bring this experience in Virtual Reality!
After this experience, the user will have a significant insight into the following data:
1. Music and Acoustics Experience inside and outside a concert hall.
2. Every single instrument's contribution to a song and overall musical experience.

This immersive VR experience can be deployed to Google Cardboard and/or Oculus Rift. It has been developed using Unity3D Gaming Engine. This project was developed as a class project for the Virtual Reality (CIS6930) class at University of Florida. The team consists of 3 graduate students:

  1. Izhar Shaikh (https://github.com/its-izhar)

  2. Salim Chaouqi (https://github.com/Salimchaouqi)

  3. Kannabiran Maheswaran (https://github.com/KannaNoob)

Video Link

"Insight Objective" of the Virtual Reality Experience

We had two major insights that we wanted to user to take from this VR experience:

1. The first objective was to let user know what does a concert hall bring to the sound of a musical performance.
This is of course determined by the acoustics of the concert hall. An insight we wanted people to have is that in front of the stage in a concert hall is the location where all the sound reflections re-converge creating a very muddy, and very echoey sound.

2. The Second objective was to allow the user to see what each musical instrument brings to the sound of the song.
This is determined by the change in the sound of the song as the user enables/disables a particular instrument (similar to "a conductor" in an orchestra). A very interesting part you will notice is that in the song 'Never going to give you' up by Rick Astetly, the electric guitar part has much less of a significant roll then in the song 'In the end' by Linkin park, which has an essential electric guitar part. An interesting fact we would like users to notice is that 'Never gonna give you up' could be considered a Pop song, whereas 'In the end' is a Rock song, which sparks an interesting correlation depending on genre.

Benefits of experiencing this in VR

We feel that when experiencing music in VR, it allows you to be more enveloped and focused on what you are listening too similar to what a conductors focus would be. It allows you to ignore any outside distractions and focus on the task at hand. Experiencing this in VR also gives you a sense of actually being inside a "real" concert hall as an attendant of a music concert, which is quite of a unique experience in itself.

Technical Description

The acoustics of any hall, as perceived by a member of the audience, consist of three factors: volume, equalization, and reverberation (i.e., reflected sound).
In a concert hall, the sound one hears consists of 1) directly radiated sound and 2) reflected sound.
1) Directly radiated sound, referred to as primary sound, is the sound that reaches the ear directly from the source.
2) Reflected sound is the sound that reaches the ear after being reflected off the various surfaces of the hall (walls, ceiling, etc.)

How the experience leveraged concepts found in the VR Book sections Chapter 19?

Hardware: For hardware to be least significant factor adding to the Simulator Sickness, we made sure the HMD is free of flickers, used a light weighted phone (LG G2) with a Plastic Google Cardboard with Good lenses. In addition, we used lightweight OTG cable with PS3 controller for navigation to nullify counterbalance and finally we used a bluetooth-paired audio headset.

System Calibration: Since the HMD and Joystick were tightly attached, Pupillary Distance (PD) was proper.

Latency reduction: Scripts are written in a manner that would reduce the end-to-end delays as much as possible. We repeatedly tested the system for FPS lags, so dropped frames and increased latency won't occur.

General Design: Deleted directional light to reduce shadows as much as possible, this added an average of 40 FPS increase! we wanted to make sure the system ran with as few FPS lags as possible considering we had a many large sound files. We implemented this is by having a minimum amount of graphical models as possible to where the user can still understand the scene and have low FPS!

Interaction design: We used PS3 controller with OTG cable, allowed user to select what instruments are on and off as well as to enable/disable the concert hall.

Usage:

Measurement of Simulator Sickness & Analysis

We did this experiment with 3 participants randomly chosen from University of Florida. The following procedure was followed:

After our survey, we found that no user felt any severe simulator sickness. All of the user had better understanding of the learning objective and it was found that the users now had a much deeper insight into the data presented in VR.

Here are the results from the Post-Exposure Simulator Sickness:
User 1

User 1: This user did not report any sign of heath getting affected by the VR Experience. This user did not have previous knowledge of the topic being presented in VR. After the experience, he explained that it was a great learning experience!

User 2

User 2: This user reported slight General discomfort, Nausea, Fullness of the head and Stomach awareness. This user spent almost all of his time in VR experience in the reverb zones, making him hear the sounds with reverberations, which ultimately caused him a general discomfort.

User 3

User 3: This user reported that she absolutely loved the option to turn off the stage and felt like she was outside the world listening to music in another dimension, in fact this user spent over 12 minutes enjoying the VR experience, and had lost track of time. Due to the fact that this user spend more than 12 minutes in the VR experience, carrying the weight of the HMD made her feel general discomfort.

Overall Results of Simulator Sickness

Every single person to try the VR experience reported significant surprises in not only how the acoustics of a concert hall bring different taste to the musical performance, but also what each instrument brings to the sound of a song. Overall, the simulator sickness was negligible and all user's had an immense learning experience!

Source Code and Executable

Download Source Code + .APK File: https://drive.google.com/folderview?id=0Bxjovy3eWt8MR1VtUkNSRXdHNGc&usp=sharing
GitHub Repo: https://github.com/its-izhar/Music-Theory-In-Virtual-Reality

References

  1. Bass Guitar Icon https://upload.wikimedia.org/wikipedia/commons/c/cc/70's_Fender_Jazz_Bass.jpg

  2. Electric Guitar Icon https://www.cordasonline.com/uploads/category%20icon/1362416969Bass%201%20copy.png

  3. Music Files https://mega.nz/#F!v8oHCLza!SqPtonX0xbfz5eXqKFdZ6g

  4. The Dome concert venue https://3dwarehouse.sketchup.com/model.html?id=161f2e83756d0176de101a75dc75aed5

  5. Guitar & Amplifier from Unity Asset Store https://www.assetstore.unity3d.com/en/#!/content/12177

  6. Church Drum Set https://3dwarehouse.sketchup.com/model.html?id=u58404b67-9d9f-492d-989f-936234d75760

  7. Digital Keyboard https://3dwarehouse.sketchup.com/model.html?id=uadca5049-eb80-41b5-bc71-bc328bd528e6

  8. Electric Guitar https://3dwarehouse.sketchup.com/model.html?id=e266d5bfb1c733c0399e268abcba227e

  9. Linkin Park Icon https://talenthouse-res.cloudinary.com/image/upload/v1/invites-97/nozfham1an2fboppxesk.jpg

  10. Rick Astley 'Never Gonna Give You Up' Album Cover Icon https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcR5YgGHt-bbAv_1gI3iT6sZFL1t57QXSUL2wKvtyLuZfr6PNqStsQ

  11. Concert Hall Icon https://perfectlypitched.files.wordpress.com/2010/07/perfectly-pitched-concert-hall.jpg

  12. Cymbals Icon http://images.fanpop.com/images/image_uploads/Drums-drum-77597_1000_865.jpg

  13. Snare Drum Icon http://cdn.mos.musicradar.com/images/Rhythm/Issue%20129/RHY129_gear_ahead_snare-460-80.jpg

  14. Kick Drum Icon https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRqg5sAKsYGC9AOaWFGl64mDLBWptYDQ3OOWRqISK2tmh4yZPmR

  15. Vocals Icon https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTuVdngrIv6vcsM4t-51T5_Cvfu20DiQzet3Xj1DKO57h4vCwlO

  16. Synthesizer Icon http://www.synthtopia.com/wp-content/uploads/2010/09/ultranova-synthesizer.jpg