The player is placed in huge pitch-dark room, only with wireless headphones. On those headphones, he receives the simulation of a room with the same scale, but with familiar sounds, like a clock, a washing machine, a TV (and many others), carefully placed on a virtual space. Since the sounds he listens are in 3D, he has spatial perception: he knows if a sound comes from behind, left, front or right
In this situation, he accidentally releases a bird, which he has to find again, only by hearing it’s chirping.

We live in very intense visual culture, and I my idea was to invert that tendency and offer something simple but that people are not used to.
ROOM & TECH
 
GAME PATH PATTERNS
LAYOUT
 
Two Kinects capture the player position, using openFrameworks. One compass, via Arduino Yún, captures the head orientation. Both send their data via OSC to Unity 3D, where the 3DCeption plug-in helps to give a more real 3D-sound feeling. 
 
Credits
Me [Kinect & openFrameworks]
João Cabral [Unity 3D Scene]
Luís de Matos [Compass and Arduino]
Dimitri Dias & André Zilhão [Sound Design and Game Setup]

 
BIRD!
Published: