
CYBERJAMMER
- Concept Design – CMPS 80K – Winter 2007
Version:
04.30.07
Name:
Cynthia Payne - SpecularOfferings
Title:
CYBERJAMMER
Genre:
Multiplayer Online
Platform:
Computer, console, or location-based immersive
Team
size: TBD
Description
CYBERJAMMER is an augmented reality online environment designed specifically for real
time music collaboration where the playerÕs own body drives the movements of a
3D avatar they design for themselves. CYBERJAMMER enables people to experiment
with different body images and movements while jamming music live online as a
3D character. An optimal
experience is achieved through life-sized projections that a similar to the
dimensions of the participant, but CYBERJAMMER is scalable in that participants
can choose the level of immersivity they will engage.
á
The
3D avatarÕs image
will be projected life-sized, along with life-sized images of the other
avatars.
Each avatar has
unique power to create visuals and play virtual instruments included with the
basic application.
á
The
movements of
each player will trigger the movements of the personal avatar they have
created. In order to facilitate
this, players wear lightweight sensors at wrists, elbows, waist, knees, and ankles.
á
The
music
originates from the physical instrument and equipment utilization and resources
of each player. Additionally,
there are several Embedded Virtual Instruments (EVIs - see below), which can be
accessed via SonicArray (see below), and a mouseplay* interface called,
SPINNER, which allows the manipulation of the incoming audio stream. *Mouseplay is using mouse-like device
to facilitate access to the interface (see SPINNER).
Access and Visualization
Community
Philosophy: Public First
Everyone starts out in an open jam. The underlying philosophy of the CYBERJAMMER community is that
the conditions remain fluid – people are free to come and go between several
different jams going on simultaneously in different rooms. They must listen closely and be sharply
aware of others in order to play well, and be rated such that they can generate
visual displays and be eligible for private jams.
Private jams are available only to people who have played together
in an open jam at least three times, and where all the participants have
achieved a specific rating. (Although
the CYBERJAMMER software is not open source, if people want to play only privately
there is other free and open source software that people can use with there own
servers.)
– Community is created by playing
well with one another and by engaging in chat screen dialog, or other
communications in the CYBERJAMMER FORUM, where people can meet up with others,
arrange jams, and post links to previous jams.
– There are several unconnected
jam rooms to choose from and the rooms have black backgrounds.
– Participants will need an
instrument to play or a microphone, and have their sound equipment online when
they enter the CYBERJAMMER.
– At random intervals a player
might be rewarded with the ability to cause their musical output to trigger
some kind of visual display, something like the iTunes visualizer (see Reward
Structures).
– Players are free to come and go
in the jam rooms.
– Each BE (see below) has a unique
power to create visuals and use the virtual instruments imbedded in the
CYBERJAMMER.
BodyEmulator
(BE)
The BodyEmulator is part of the CYBERJAMMER software interface
that allows the participant to design the body that will respond to their own
body movements. The BE consists of an array of choices for different body
styles as noted in this document.
BE
Types
Note:
In this version all character types are players that can play any style of
music with any other musical character type.
– Avatars enable players to visual cues
between players in a unique and experimental manner.
– Character types are provided as an
opportunity for players to try on different bodies.
– Players choose from a wide
variety of character types and once they decide on one, the Vision Tracking
System (VTS) maps the playerÕs movements to the avatar.
– The avatars will have limited
mobility such that they do not require collision detection, but that they can
still move around in a shared space.
– The look of choices for avatars may resemble
or be a combination of musical archetypes representative of various genres such
as:
á
Rock icons
(metal, folkrock, punk, rockNroll, progressive, grunge, alternative,
country-rock, and others)
o
50Õs: Chuck
Berry, Elvis Presley, Little Richard, Patsy Cline
o
60Õs: Janis
Joplin, John Lennon (Beatles), Ringo Starr, Carole King,
o
70Õs: Jimi
Hendrix, Jimmy Page
o
80Õs: Joan
Jett, Cyndi Lauper, Donna Summer, Stevie Nicks
o
90Õs: Bjork,
Tori Amos,
o
00Õs: É.
á
Country:
Johnny Cash, Dolly Parton
á
Jazz: John
Coltrane, Dizzy Gillespie,
á
Blues: Billy
Holiday, John Hammond,
á
Classical:
Bach, Beethovan, Brahms,
á
HipHop:
RunDMC, DestinyÕs Child
á
R&B/Soul:
Aretha Brown, James Brown, Rick JamesÉ
These
are just a handful of possible character types.
Embedded Virtual Instruments (EVI)
EVIs
are virtual instruments embedded in different areas of the CYBERJAMMER
playspace. EVIs mostly consist of
drum sounds and drum patterns that can be engaged to provide rhythm for
participants. EVIs could also be
interfaces such as the SPINNER, which allows a player to 'scratch' the audio of
an incoming stream (see SPINNER below).
Players
access the EVIs by physically walking in order to move their avatar into a
position where the instruments are located and can be engaged. The player wears sensors to move the
avatar into the place where the instrument can be played. Some of the instruments are in the
wall, and some are in the air.
Some will require a controller and body, while others just the
controller. The player will be
able to trigger abstract visualizations based on their movements, and audio
output of their individual instrument.
So the offline player is rewarded for playing well by having the power
to trigger visuals and move her character around in order to play virtual
instruments.
SPINNER
The
idea with SPINNER is that even non-traditional musicians can participate in a
musical jam. The SPINNER allows
players to manipulate the sound of an incoming audio stream and send it back
out to the other participants in the jam.
It also "spins" visual images, that is, the round disc in the
middle will load a movie and play it while spinning and scratching any audio stream
that is routed in through the computer's soundcard.

SonicArray

The goal of
SonicArray is to enable participants to ÒplayÓ sounds via body movements. The generated sounds
can be used during
live performance, for musical composition, as part of a public art
installation, or just for sonified fun.
The staged
performance was our first consideration.
In order to facilitate simultaneous development and testing, we
set up the ÒstageÓ
right next to the computer by laying down a black t-shirt on the table and
shining a light on it.
The camera was
positioned from behind such that the direction of movement mirrored what we saw
in the video
monitor of the
Cyclops screen. By pointing the
camera downward at the lighted ÒstageÓ, we simulated a theatrical
environment as well
as creating a highly sensitive surface for tracking changes in movement and
color.
The SonicArray
patch consists of 8 possible zones, each of which can be associated with a
given audio sample.
When there is
activity in a particular zone the associated sound plays. Various types of controls are available
for
each zone. For the purposes of this phase of
development, 4 zones were set up (1, 3, 5, 7) each with a threshold
setting of about
128. This means that the amount of
activity in each zone was measured and set to about half of
the maximum amount
of sensitivity (255).
Reward Structures
Ratings
(AI+peer):
The
challenge in open public collaborations like CYBERJAMMER as we see it is to
motivate people to contribute in ways that are playful while also encouraging
high artistic merit, i.e. Òto not simply draw penisesÓ, so to speak.
In
order to determine the worthiness of a jam an algorithm will analyze and rate
the jams at measured time intervals.
This analysis will be based on criteria such as sustained interaction,
rhythm, chord structure, keynotes, and other basic guidelines for good
musicianship.
During
any given jam, each player will have one chance to rate at least one other
player in the session.
The
two ratings (algorithmic plus peer) will be combined and become each playerÕs
overall rating, and labeled "rating" on the interface.
A
higher rating will activate a button to allow players to Òupload to MySpaceÓ,
and they can automatically post an mp3 of the last five minutes of the jam to
their MySpace page.
Communications
In-session
communications with other players is via text chat screen and speech via
microphone. When not in-session
discussion, arranging sessions, and sharing links to session content is
facilitated through registering with the CYBERJAMMER Forum.
Conflict
Because everyone must start out in the open jams, there is conflict inherent in
being able to play well, and in playing well with others to produce meaningful
content together. Varying levels of skill creates conflict when one player is
able to do things another player cannot.
Other conflict is possible when players consider theirs and others' body
image, and the kinds of movement and displays they can create.
Equipment
Base
Equipment
CYBERJAMMER
hardware interface including a soundcard and software:
(Embedded
Virtual Instruments (BodyEmulator, and EVIs: SPINNER, and SonicArray)
Musical
instrument(s) of choice
Computer
Soundcard
Speakers
Motion
tracking device such as The BodyPad
Video
camera
Projector
and projection surface or monitor screen
Possible Scenarios
A
CYBERJAMMER participant, we'll call her Julia begins by strapping the motion
sensors around her wrists, elbows, waist, knees and ankles. She then plugs her guitar into the
CYBERJAMMER interface, and chooses the appropriate sound device on the
computer.
Julia
opens the BodyEmulator (BE) and chooses the image that will be projected according
to her own body movements. She locks in the BE and then tests the movement
response, sound and connectivity by pushing the "preview" button on
the software interface. This will
allow her to make sure the equipment and functionality are running smoothly
before actually beginning a session.
The
CYBERJAMMER interface shows Julia choices for joining a number of separate live
sessions already in-progress, or entering an empty room to start a new
session. Julia can press the
"audition" button on the CYBERJAMMER interface to get a 5-second
audio-only sample of the music currently being played in any particular room. Julia likes the sound of that music she
hears in the red room and pushes the "join" button.
Once
inside the session, Julia sees her own BE, and the BEs of a guitar player and a
vocalist with a microphone. She
strums her guitar and her BE mirrors the movements she makes. Julia plays a chord that is
complimentary to what the vocalist and guitarist are playing, and the algorithm
has determined that this is good musicianship and rewards Julia with a splash
of color on the floor around Julia's feet. The guitar player likes what Julia has played and decides to
give her an early rating of 10 on a scale from 1-10 (10 being high).
Now
Julia kicks up her leg and the algorithm rating combined with the high 10 peer rating
gives Julia the ability to produce a visual display. The vocalist also likes what Julia is doing and gives her a
10 rating. Now Julia has access to
the "post to MySpace" button.
She can now publish the last five-minutes of the jam to her MySpace
page.
Another
player logs on to this jam and is playing something that is completely
different from what Julia and the others have been playing. Since this is the third time the
original three have played together, and Julia has now achieved a specific
rating already attained by the other two such that they can all enter a private
jam by selecting "private" on the CYBERJAMMER interface. This effectively leaves the disruptive
player in the room and places the original three into another private room. This means now that no one can enter the room where the
original three have been placed.
Possible Vision Tracking Systems

The
tracking system might be similar to the one used for Fugitive by Simon Penny
(UC
Irvine ACE Program), pictured here, using the Traces Vision System,
(motion tracking with video), and projections of life-sized images
on 30-ft. projection surfaces.

For
the console version, participants
might
wear something like The BodyPad,
sensor
devices which allow the mapping
of
movements to be mirrored by the
avatar
they have designed for themselves.

The
graphics might look
something
like the characters
in
the video game "Guitar Hero"