Paper Session 5a: Novel Concepts in 3D Audio
Laura Call Gomez, Gabriel Decker, Jayson Faupel, Aditya Rajesh Pawar, Jacob Westerstahl and Henrik von Coler: “BIKES: A Mobile Networked Music Instrument in Interdisciplinary Research and Education”
bining music technology, experimental composition, and industrial design. Project activities include interactive installations and sound rides, iterative development of hardware and software, as well as the design and fabrication of a new prototype for exhibition contexts. After its first year, BIKES demonstrates how the multifaceted nature of a modular instrument can facilitate collaborative work and increase the visibility of student-led research and development.
Teresa Carrasco: “Sonic Urgency: Exploring Perceptual, Sociopolitical, and Participatory Dimensions of Spatial Listening”
spectromorphology and spatial dramaturgy—framing listening as an active, interpretive process. It then examines phenomenological, participative, and political aspects, proposing spatial listening as an embodied, situated, and relational practice, and calls for expanded listening models suited to contemporary sonic environments.
Mauro Cantonetti, Paolo Malpeli, Giuseppe Rizzo, and Alessandro Anatrini: “MetaConcert: A Shared VR Audio-Visual Experience Model Reducing User Isolation Through Synchronized 360 Video on HMDs and HOA Playback on a Multichannel Dome”
We introduce MetaConcert, a system that integrates a VR head-mounted display with multichannel loudspeaker-dome audio. It employs a dedicated workflow for 360° video capture, Ambisonic audio recording, and dome-oriented rendering. A key component is a synchronization solution using OSC communication between the WebXR video player and SuperCollider for audio rendering. The system renders third-order Ambisonics, decoded for a multichannel in-room speaker array. Synchronizing 360° video playback in WebXR with multichannel audio in SuperCollider via OSC messages enables a fully immersive, headphone-free experience, making it ideal for shared listening environments. Framed within the concepts of presence and plausibility [1], we discuss how dome-based listening reduces the isolation typical of HMD use and fosters scenarios of enhanced social presence
