Edinburgh Napier University, United Kingdom
30 August - 1 September 2023
Embodied Sound In Virtual Realities
Audio Mostly 2023 is planned as an on-site conference.
Audio Mostly is an interdisciplinary conference on design and experience of interaction with sound that prides itself on embracing applied theory and reflective practice. Its annual gatherings bring together thinkers and doers from academia and industry that share an interest in sonic interaction and the use of audio for interface design. This remit covers product design, auditory display, computer games and virtual environments, new musical instruments, and education and workplace tools. It further includes fields such as the psychology of sound and music, cultural studies, system engineering, and everything in between in which sonic interaction plays a role.
AudioMostly'23 calls for Papers, Demos, Workshops, and Music & Installations on all of the above topics with a special focus on perspectives on modalities in sound and music interaction. An extended list of topics can be found in the call for contributions section.
Attendees will expect a full program including 4 days of paper, poster and demo sessions, talks, installations, and concerts. The event will take place on-site.
With this year's conference theme Embodied Sound in Virtual Realities we intend to inspire new thoughts at the intersection of sound design and embodied interactions in virtual environments (AR/VR/MR/XR). Sound design can play a crucial role in supporting immersive experiences and fostering seamless ‘natural’ embodied interactions with the virtual and real world. Interactions with the virtual are fostered through the continuous development of devices (wearables and hearables) and their applications in interactive experiences (games, exhibitions, installations, tours, etc.). Although technologies enable interaction with the virtual through bodily gestures, there is a paucity of auditory feedback to fully support these interactions at the intersection between the real and the virtual. How do we support these interactions through sound? How sound impacts our virtual experience and presence?