Sync VR

University project · Northumbria

An audio-visual VR experiment in position-based interaction.

Interaction design VR

Brief

Create a sensor-based interface allowing users to interact with an audio-visual environment—either through physical computing (e.g. Arduino) or motion tracking via the Gesture and Media System at Northern Dance in the Ouseburn.

What I built

I built a VR experience where the player's position influenced the environment: an audio-visual game where effects distorted music, and the goal was to find positions in the room where the track sounded normal again. I used the HTC Vive and Unity — it was an early exploration of spatial interaction rather than a polished product.

Sync VR product video

Collage of Sync VR environment screenshots

The Idea

The idea was simple: vocals and instrumentals were separated, with distortions applied. The player searched for the point in the room where the music 'synced' and sounded normal.

I originally planned something simpler with Arduino and an ultrasonic sensor, but tracking position in 3D space pushed me towards VR—which opened up more room for experimentation.

Early Sync VR concept sketch

Initial prototype

Once I had outlined the idea, I built a prototype focused on altering sound through position—straightforward to implement by mapping positional values to audio parameters such as pitch.

Making the playspace

In research I found that a common VR concern is becoming too immersed and walking into real-world obstacles. I mapped the physical room into the virtual space so users could move with more confidence.

Creating more levels

I added a second level focused on moving objects in the room rather than the player—two objects to reposition, each controlling half the audio mix.

Building the UI

To make it feel like a complete standalone experience, I built an in-game UI — one of the harder parts, as it required detecting the direction the VR controllers were facing.

Sync VR in-headset UI design

Sync VR product video