Project Synopsis
"Rebirth" embarked on an ambitious quest to immerse users in a fantastical experience, transporting them to the captivating landscapes of the Ecuador Amazon Rainforest. The primary goal was to instill a profound sense of wonder and magic by seamlessly integrating a photorealistic virtual environment with an innovative spatial audio experience facilitated by a one-of-a-kind Higher Order Ambisonic Audio Dome.
Key Features
This cutting-edge project was distinguished by its incorporation of state-of-the-art technologies:
- A distinctive Higher Order Ambisonic Audio Dome, featuring 36 speakers and 6 Subwoofers, to deliver spatialized audio as relatively moving sound objects.
- The development of a visually captivating virtual reality representation of the Ecuador Amazon Rainforest using Unreal Engine 5.2.
- Crafting an engaging audio landscape by leveraging on-site Higher Order Ambisonic recordings from Ecuador.
- Inclusion of interactive elements within the VR environment, triggering dynamic audio responses based on user interactions and the positioning of the headset.
Technological Landscape
"Rebirth" seamlessly integrated a diverse set of technologies:
- Implementation of Unreal Engine 5.2 for the meticulous design of the virtual environment.
- The adoption of Reaper and SPAT Revolution for the creation and spatialization of the immersive audio soundscape.
- Utilization of Max/MSP as a crucial communication hub, facilitating seamless interaction between the VR environment and the audio elements over OSC channels.
Virtual Environment modeled in Unreal Engine
Virtual Environment modeled in Unreal Engine
Max/MSP Patch for OSC communications
Max/MSP Patch for OSC communications
Creating and compiling the Audio Tracks in Reaper
Creating and compiling the Audio Tracks in Reaper
SPAT Revolution used to spatialize the audio tracks
SPAT Revolution used to spatialize the audio tracks
Connecting all the tracks to the Audio Dome room configuration
Connecting all the tracks to the Audio Dome room configuration
Roles and Responsibilities
As the project lead, I undertook a multifaceted role:
- Spearheading the creation of the virtual environment within Unreal Engine, inclusive of interactive animation sequences.
- Development of Blueprints in Unreal Engine, responsible for the seamless transmission of OSC data to Max/MSP, triggering corresponding audio and visual effects. 

- On the day of the public showcase, I facilitated members of the community to test and experience "Rebirth".
Early renders of the forest environment
Early renders of the forest environment
Challenges and Solutions
The project encountered substantial challenges, notably: 
- Audio being a new realm I was exploring required a steep learning curve associated with the integration of the diverse software.
- Overcoming complexities in mapping real-world space to the virtual environment.
- Managing OSC data communication intricacies and coordinating schedules for efficient use of shared resources.
Coordinating schedules and collaborative efforts with my teammate, Celia Yang, was crucial. Strategic planning was necessary to utilize the limited availability of the shared Audio Dome. Overcoming these challenges involved in-depth learning, effective teamwork, and coordination.

Testing out the interactive audio and visual elements after programming the communication over OSC.

Team mate Celia Yang (audio maestro), troubleshooting while we map the physical real-world space to the digital environment.

Project Outcomes
"Rebirth" emerged as a resounding success, delivering a magical and fantastical immersive experience. The project was selected for the Digital Culture AME Capstone Showcase 2022, where participants, including students, professors, and community members, marveled at the one-of-a-kind immersive journey through a unique region of the Ecuador Rainforest. The interactive spatial audio and visual changes based on audience interaction added a layer of engagement and enchantment, solidifying the project's impact and marking the project's triumph in the realm of digital culture.
Movement Schematic Diagram
Final Environment Snapshots
Unreal Engine Blueprints
Creating a "Send OSC" Function
Creating a "Send OSC" Function
Enabling the "Flower Border" to grow, when the player makes contact
Enabling the "Flower Border" to grow, when the player makes contact
Triggering the trees to grow, when pillar is touched
Triggering the trees to grow, when pillar is touched
Making the sculpture float throughout the experience
Making the sculpture float throughout the experience
Programming the "End of the World" sequence
Programming the "End of the World" sequence
Blueprint sequencing of events for the psychedelic visual effects
Blueprint sequencing of events for the psychedelic visual effects
Blueprint to send Player Headset location in real time, to trigger audio effects
Blueprint to send Player Headset location in real time, to trigger audio effects
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