This paper discusses the design of audio-visual sound toys in Cyberdream, a virtual reality music visualization. While an earlier version of this project for Oculus GearVR provided a journey through audio-visual environments related to 1990s rave culture, the most recent iteration for Oculus Quest provides the addition of three audio-visual sound toys, the discussion of which is the main focus of this paper. In the latest version, the user flies through synaesthetic environments, while using the interactive controllers to manipulate the audio-visual sound toys and 'paint with sound'. These toys allow the user to playfully manipulate sound and image in a way that is complementary to, and interfaces with, the audio-visual backdrop provided by the VR music visualization. Through the discussion of novel approaches to design, the project informs new strategies in the field of VR music visualizations.
CCS CONCEPTS• Computing methodologies → Computer graphics → Graphics systems and interfaces → Virtual reality environment depicted in the TV show Star Trek), Fischman proposes the use of gestural technologies such as the data glove, which allow participants to interactively shape and manipulate sound intuitively, thereby making the composition of electroacoustic music accessible to non-experts as a creative social experience. Recent forms of VR could provide good platforms for designing experiences of the type Fischman points towards. Yet, while there is existing work exploring the design of sound toys in VR [6], the visual component of these experiences is typically used to provide graphical user interfaces and/or representations based on the appearance of real-world musical instruments. While these are valid approaches, in VR we do not necessarily need to design instruments that imitate those already available in the physical world. By drawing on existing practices in visual music and VJ performance, we can conceive of audio-visual sound toys that generate sounds and corresponding abstract imagery.