Live Feedback for Immersive Music Performances - A Case Study

This paper presents the architecture of an Extended Reality (XR) system for real-time streaming and spatial rendering of live music performances, along with a comprehensive setup for the acquisition of multichannel audio and three-dimensional performer motion data. The system enables remote users to experience live performances in immersive virtual environments, where each musician is represented by an avatar. Audio input is captured via a digital mixing console, enabling the transmission of synchronized multitrack audio streams using low-latency networking protocols. These streams are spatially rendered within a 3D scene using advanced audio spatialization techniques integrated into standard real-time engines such as Unity. The system also supports bidirectional interaction: audience-generated audio feedback (e.g., cheering, clapping, or singing) is captured, spatially processed, and reintroduced into the performance environment, enhancing performer-audience engagement through immersive, real-time crowd response. The architecture was set-up and initially tested in a real concert environment at the Rockstadt Club in Bras, ov, Romania, with the occasion of a live blues concert in 2024.

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Publication Details

Published
2025-05-27
DOI
https://doi.org/10.5753/imxw.2025.8520
Citations
1
Primary Topic
Music Technology and Sound Studies
Type
article
Field-Weighted Citation Impact
1.28
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Live Feedback for Immersive Music Performances - A Case Study

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1 citations
Music Technology and Sound Studies
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article

Live Feedback for Immersive Music Performances - A Case Study

Vlad Popescu, Maurizio Murroni, Anderson Augusto Simiscuka, Gianluca Fadda, Nicuşor Amarie, Jean-Marius Ghenta
article en
1 citations

Abstract

This paper presents the architecture of an Extended Reality (XR) system for real-time streaming and spatial rendering of live music performances, along with a comprehensive setup for the acquisition of multichannel audio and three-dimensional performer motion data. The system enables remote users to experience live performances in immersive virtual environments, where each musician is represented by an avatar. Audio input is captured via a digital mixing console, enabling the transmission of synchronized multitrack audio streams using low-latency networking protocols. These streams are spatially rendered within a 3D scene using advanced audio spatialization techniques integrated into standard real-time engines such as Unity. The system also supports bidirectional interaction: audience-generated audio feedback (e.g., cheering, clapping, or singing) is captured, spatially processed, and reintroduced into the performance environment, enhancing performer-audience engagement through immersive, real-time crowd response. The architecture was set-up and initially tested in a real concert environment at the Rockstadt Club in Bras, ov, Romania, with the occasion of a live blues concert in 2024.

University of Cagliari (IT), Transylvania University of Brașov (RO), Dublin City University (IE)
Openalex Percentile: Top 20%
Music Technology and Sound Studies
1.28
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