How can music be heard in AR/VR? Is it not too common to operate the 2D musical interface only in the context? What is the difference between hand-held music? Recently, the former producer of Meta products, Bob Bjarke, has shown a very interesting hybrid application of musical radios, which has made good use of the AR/VR technical characteristics and has changed traditional listening methods through a series of interactions.
It is understood by the young kiosk network that the application is called “Wreckommendation engine”, created by Bjark and Unity developers, RodesVR, Jeremy Kesten, during the development activities of the Quest Presence platform. How do it and general musical broadcasting applications differ? Simply put, the Wreckommendation engine combines listening to and playing well, for example, in the previous music-recommended model, where your collection of music, screened music requires only hits, simplistic but unchatable, and in the MR application, these interactions are translated into physical manoeuvres, and if you like a song, the virtual phonograms are placed on the wall of the room if they are not threw on the wall.
With regard to details, it combines the space spots, cell tracking functions of the Presence platform and introduces the Spotify Toolkit, allowing you to assemble and maintain the anthem sheets in the MR collection. Interestingly, if you shatter too many phonograms, they will be used to generate enemies, and you will need to use them to defeat it.
In short, the Wreckommendation engine is a good example of the possibility of combining musical experience with physical space and is more interesting than the traditional 2D musical interface. In the future, Bjarke also plans to combine MR music experience and socialization, and to support simulated tape production, CD recording, etc. References: UploadVR
