Anıl Çamcı
I am an Associate Professor and Director of Graduate Studies at the University of Michigan's Department of Performing Arts Technology. My work deals with worldmaking across a range of media from electronic music to Virtual Reality. I investigate creativity support and music performance at the intersection of immersive media, human-computer interaction, and spatial audio. Previously, I was a Postdoctoral Research Associate at the University of Illinois Chicago's Electronic Visualization Lab, where I led research into immersive systems. Prior to this appointment, I was a faculty member of the Istanbul Technical University, Center for Advanced Studies in Music, where I founded the Sonic Arts Program. I conducted my PhD research at Leiden University's Academy of Creative and Performing Arts, in affiliation with the Institute of Sonology, and the Delft University of Technology. I studied Multimedia Engineering at the University of California, Santa Barbara's Media Arts and Technology Department. My works have been featured throughout the world in leading journals, such as Organised Sound and Journal of New Music Research, and conferences, including NIME and IEEE VR. My book The Cognitive Continuum of Electronic Music was published by Bloomsbury in 2022. My album Dekagon was released by Innova Recordings in 2022 as one of the eight albums selected through their national call.
Inviso is a web-based application for designing and experiencing rich and dynamic sonic virtual realities. It enables both novice and expert users to construct complex immersive sonic environments with 3D dynamic sound components. Crowdscapes, a crowd-sourced soundscape installation based on Inviso, was awarded the Best Installation Prize at the New Interfaces for Musical Expression (NIME) Conference in 2020.

http://inviso.ccUIST Paper
Hyperreal Instruments
The Hyperreal Instruments Project bridges VR and digital fabrication toward the design of new virtual instruments that can defy our sense of audiovisual reality while satisfying our haptic expectations. In doing so, the project explores musical interaction design at the intersection of virtual and physical worlds.

Leonardo Music Journal PaperNIME Paper
The Cognitive Continuum of Electronic Music
As spectrum, dynamics, space, and time become continuous dimensions of musical articulation, what we hear in electronic music ventures beyond what we traditionally characterize as musical sound and challenges our auditory perception on the one hand and our imagination on the other. Based on an extensive listening study, this book offers a comprehensive analysis of the cognitive processes involved in the experience of electronic music. Looking at the common and divergent ways in which our minds respond to electronic sound, it investigates how we build narratives from of our experience of electronic music and situate ourselves in them.

Publisher Website
Bringing Down the Fifth Wall
An increasing number of projects today situate performers in VR, where they can leverage the unique affordanceds of VR for musical expression. This project aims to develop an intelligent cinematography system driven by real-time interaction and music information retreival to offer concert audiences an immersive and engaging representation of the virtual worlds that the VR performers occupy.

Project Website
An album of electronic music consisting of ten works from a ten-year period: an ode to synthesis. Dekagon is a journey into sonic worldmaking with each piece leveraging a different synthesis tool or technique from custom designs to timeless classics. Dekagon was selected as one of the eight albums to be produced as part of Innova Recording's first national call. The album was released on digital platforms and CD in June 2022.

Album Link
Who do you trust in VR?
Auditory and visual cues that make up the user interface of a VR help users make decisions on how to proceed in a virtual scenario. These interfaces can be diegetic (i.e. presented as part of the VR) or non-diegetic (i.e. presented as an external layer superimposed onto the VR). This project explores how auditory and visual cues of diegetic and non-diegetic origins can affect a user’s decision-making process in VR.

SMC Paper
This project employs VR and immersive audio to identify and address the underlying auditory causes of one of the top technnology hazards in clinical environments, namely alarm fatigue, which is a form of sensory overload that causes healthcare professionals to be desensitized towards alarm events due to extended exposure.

Forum Acousticum Paper
Future of Audio in VR
These series of workshops aim to bring VR researchers and practicioners from a wide range of backgrounds together to specify the ways in which we can think natively about VR audio and articulate the role of sound in the ultimate displays of the future. The workshops not only highlight recent developments in VR audio, but also identify the needs of the VR community in creating compelling virtual auditory experiences for the next generation of immersive media.

IEEE VR Workshop WebsiteNIME Workshop Website JNMR Special Issue IEEE Access Article
GrainTrain is an innovative multi-touch performance tool for real-time granular synthesis based on hand-drawn waveforms. It is a cross-platform web application that can run on both desktop and mobile computers, including tablets and phones.

http://graintra.inNIME Paper
A Now Unknown (Excerpt)
Weaving 40 performances with a modular synthesizer from a 2-year span, A Now Unknown traverses the middle ground between the indeterminacy of the modular medium, and the undulating path that is a composer's plan. The turns of the same knob––days, months and years apart––are frozen and juxtaposed into an abundance of once present moments; a bricolage of nows that are impossible to tell when. A Now Unknown has been performed at NYCEMF 2021 and ICMC 2022.
Synthcity is an audiovisual performance that creates hyperreal renditions of an urban environment by blending its real landscapes, objects, sounds and people to draw attention to the sonic affordances of modern cities that are unsuspectingly disproportionate to human perception. Synthcity was premiered at ISEA 2017 in Manzales, Colombia.
Temas is a stochastic audiovisual performance that moves the audience through an abstract narrative in virtual space. The software underlying Temas integrates the artist into a generative system as a module of analysis. Temas has been performed at various venues around the world including the Experimental Sound Studio in Chicago. 2023 • All rights reserved • Contact