Research

Projects

Generative sound systems, spatial audio, network music performance, and machine listening — the systems behind the lab's papers, installations, and performances, current work first.

Audio Metaphor

A pipeline of computational tools for generating soundscapes from a sentence — search, segmentation, classification, and mixing modules that run independently or in concert. The 2022 rebuild grew the audio database from around 4,000 files to over 395,000, replaced hand-tuned classifiers with trained regression models, and moved the whole tool online: sketch a valence/arousal curve over time and it composes a soundscape, ready to export as an OMF file for a DAW.

Project site Read the paper

Aeon

A real-time performance instrument for solo audiovisual improvisation. Live animation "voicings" built in Max/MSP-Jitter meet a multi-agent drone system in SuperCollider that listens to the performer and negotiates its own musical elaborations — no fixed script, no two performances alike. Performed live by Miles Thorogood (percussion/electronics) and Aleksandra Dulic (live animation).

Read the paper

Glitch Audio Plug-In

Packet-loss-concealment algorithms are built to invisibly repair dropped network audio; deliberately pushed past the point of transparency, that same repair mechanism becomes a glitch-synthesis engine. Ships as Dropout, and as the Packet Loss module bolted onto Codec Crusher +.

High-Level Sound Descriptors

Trains a model to place any sound in a continuous valence–arousal space, then projects 36 pairs of high-level descriptors — aggressive/peaceful, chaotic/ordered — into that same space, so a sound can be scored against descriptors no one manually tagged it with. Feature extraction runs on BFSegmenter Extractor.

Read more Code

BeaverWorld

A place-based 3D simulation for climate education, built around Indigenous ecological knowledge and beaver-driven habitat restoration — borrowing its challenge structure from Soulslike games on the premise that hard-won struggle teaches an ecological lesson better than information delivery alone.

Read the paper

User Preference for Immersive Sound in XR

A listener-first study of spatial audio in XR headsets: preferences are drawn from participants' own reported experience rather than a predetermined technical benchmark, inverting the usual order of spatial-audio evaluation research.

Read the paper

Spectral Manifold Splatting

Repurposes 3D Gaussian Splatting — the go-to method for photorealistic scene reconstruction — entirely for sound: 64 "audio splats" scattered in a Fibonacci spiral drive phase-vocoder synthesis, producing spatial audio participants rated as more enveloping than a mono reference.

Tactile Game Level Creator

Snap a photo of objects arranged on a desk and a computer-vision pipeline (FastSAM) turns the layout into a playable Unity platformer in seconds — no code, no menus. First-time designers were playtesting within five minutes of sitting down.

Language Tech & Indigenous Methodologies

Grew out of a speech-to-text aligner for nsyilxcn, a Salishan language with fewer than 81 fluent speakers. The paper turns the build process itself into a decolonizing framework for language-technology research with Indigenous communities, built on Respect, Relevance, Reciprocity, and Responsibility.

Read the paper

Waterways

A four-year, community-engaged museum exhibition treats interactive visualization itself as the research method — combining Indigenous water knowledge with ecological data to explore the Okanagan waterscape with the public, not just report on it afterward.

Read the paper

Light Up Kelowna

The infrastructure behind a recurring urban-screen program: rear-projected frosted-vinyl windows standing in for expensive LED walls, and networked conductor/player software that keeps a rotating lineup of artists running unattended, night after night.

Networked A/V Authoring System

A general-purpose authoring layer for multi-channel installation art: one authored media library can be reassembled across a different number of screens or speakers without re-editing, powering works like Journey of a Pod and Light Up Kelowna.

Read the paper

A Sound Design Creative-AI Methodology

Distills Audio Metaphor, the soundscape affect classifiers, and Impress into a general framework for how creative-AI sound design research should be framed, evaluated, and situated within existing practice — a field guide rather than another single system.

Read the chapter

Approaching Sustainability

Argues that generative art's own feedback loops and emergent behaviour are a working model of complex-systems thinking, not just a metaphor for it — the theoretical blueprint that later underpinned the Waterways exhibition.

Read the paper

Soundscape Generation Systems

A survey chapter mapping the field of procedural soundscape generation — from rule-based synthesis to database retrieval to ML-based composition — consolidating scattered approaches into one reference for newcomers and practitioners.

Read the chapter

Soundscape Online Databases

Turns critical attention to the online audio databases — Freesound and similar — that generative soundscape systems quietly depend on, examining the metadata quality, tagging, and licensing issues that shape what those systems can reliably produce.

Read the chapter

Soundscape Affect Classification

Seven studies spanning a decade — from Impress' real-time affect prediction to a full valence-arousal model — synthesized into the classification framework that underlies affect labels in Audio Metaphor and later soundscape systems.

Read the paper

Performance

Playbook

An interactive, immersive experiment with improvised sound and text. Four sets of vintage encyclopedias are distributed around the room; spectators select a passage and bring it to the reader, who deconstructs it into sonic material played through an 8-channel immersive sound system — an oblique exploration of how, and why, we archive knowledge.

Playbook rehearsal with musicians and immersive sound system