Optopoculus Max - Seattle VR Hackathon V We sought to change the way people approach melodic and rhythmic riffing in music - by thinking of sequences and collision course shapes in holographic space vs. discrete events occuring linearly. Innovative human computer design expedites the skill and dexterity musical expression often requires. Multidimensional interfaces offer new ways to visualize sound and music and offer feed back we've dreamed of for generations.

Optopoculus Max - Seattle VR Hackathon V

We sought to change the way people approach melodic and rhythmic riffing in music - by thinking of sequences and collision course shapes in holographic space vs. discrete events occuring linearly. Innovative human computer design expedites the skill and dexterity musical expression often requires. Multidimensional interfaces offer new ways to visualize sound and music and offer feed back we've dreamed of for generations.

Winner "Best Technical Achievement" - September 2016 Seattle VR Hackathon This project implements an ambisonics system with audio in VR for a social atmosphere.  VR is a very isolated experience, and we sought to make it more social by enabling surround audio via loudspeakers, rather than headphones.  An abstract virtual reality sandbox experience was created in Unity for triggering and spatializing unusual sound objects.  You can move objects in and trigger sound in 3D space.  This proof-of-concept is a step towards experimenting with 3D musical interfaces for VR.  The key technologies at work here at Unity, OSC (CNMAT package), ICST Ambisonics package, Max, a Perception Nueron MoCap suit, eight(8) 5" 2-way monitor speakers, and a DAC featuring 10 discreet outputs.  I started this project with a team of five others in September 2016 at the Seattle VR Hackathon.  

Winner "Best Technical Achievement" - September 2016 Seattle VR Hackathon

This project implements an ambisonics system with audio in VR for a social atmosphere.  VR is a very isolated experience, and we sought to make it more social by enabling surround audio via loudspeakers, rather than headphones.  An abstract virtual reality sandbox experience was created in Unity for triggering and spatializing unusual sound objects.  You can move objects in and trigger sound in 3D space.  This proof-of-concept is a step towards experimenting with 3D musical interfaces for VR.  The key technologies at work here at Unity, OSC (CNMAT package), ICST Ambisonics package, Max, a Perception Nueron MoCap suit, eight(8) 5" 2-way monitor speakers, and a DAC featuring 10 discreet outputs.  I started this project with a team of five others in September 2016 at the Seattle VR Hackathon.  

heARtSpace - Microsoft Hololens Seattle Hackathon 2016 Our team created a catheter integration and transeptal puncture simulation for the Hololens augmented reality device.  The simulation allows a user to practice the procedure with a custom 3D scan of a patient's heart.  The Hololens is a promising tool for medicine, with advancements in privacy, data, and detailed information.  I designed the sound and audio user experience, integrated OSC control to Unity, designed the presentation layout, and composited the summary video for this project. (click for detail)

heARtSpace - Microsoft Hololens Seattle Hackathon 2016

Our team created a catheter integration and transeptal puncture simulation for the Hololens augmented reality device.  The simulation allows a user to practice the procedure with a custom 3D scan of a patient's heart.  The Hololens is a promising tool for medicine, with advancements in privacy, data, and detailed information.  I designed the sound and audio user experience, integrated OSC control to Unity, designed the presentation layout, and composited the summary video for this project. (click for detail)

Winner "Best VR Sound Experience" - May 2016 Seattle VR Hackathon

Our team created this voice commanded spell casting wizard shooter for the HTC Vive with Unity 3D.  Our team of six included four developers, a graphics artist and myself.  I created all sound fx and composed the music during the hackathon.  We incorporated Amazon Echo voice command technology that enabled the player to cast spells with voice commands.

SAM Remix March 2016

foundry10 was tasked to create an interactive music exhibit for Seattle Art Museum's Remix even in March 2016.  The featured exhibit was New Republic by Kehinde Wiley, which positions contemporary African American subjects into classic European portraiture.  I compiled beats from foundry10 students and interns with New York hip hop and 18th and 19th century classical music to create an interactive set of sounds.  Guests could trigger and remix these styles together with no previous experience for a hands-on musical mashup.

Laptop Battle

I currently produce the Laptop Battle computer music competition in Seattle.  In 2016 I designed a web app to conduct an online qualifying event.  This web application utilizes the Meteor JS framework and allows competitors to upload videos and compete online.  I designed the overall experience and custom timeline commenting interface for the video player, to allow contestants deeper, granular feedback.  http://laptopbattle.com