Sound/Music R&D

I completed a Music Masters degree in 2002 focused on Real Electronic Virtual instrument design and performance (see also ).

I’m deeply interested in music technology and new music genres across all boundaries. I’m also a producer/developer of educational apps such as Fopra and the benchmark Harmonica training app HarpNinja. As a Creative Technologist I also work with many different technologies across many different areas.

Update 2018-01-09: Selected by Microsoft for the Windows Mixed Reality Developer Program .

Currently exploring new areas in music and sound with VR/AR/MR, AI/ML,  and spatial audio/music with various projects and collaborations, such as:

Groove Pilot


Spatial Music Visualizer

Immersive Audio and Musical AI

Generative Music System

Since 2005 I’ve performed online in virtual worlds like SecondLife playing solo (with and without my robot backing band) and also real time music jamming with multiple musicians located in different countries. You can check out my live online music performance website @ and you also read more about it in the Streaming Live Music project.

Here’s a video demonstrating live networked music performance between myself in Tokyo and fellow SL musician Hathead Rickenbacker in Toronto, Canada.

Generative music systems are an interesting area that I’ve done a lot of research and experimentation in as well.
Moozk was an experimental audio visual app I developed for public use using a wacom pen tablet to drive a painting application that also produced generative music as you drew. Kids seemed to love it.

Blue Noise was an experimental audio visual performance using an eBow, slide guitar, digital effects and a PC running audio responsive custom designed graphics.

I’ve given some talks and performances about live music in SecondLife:

. Mixed Reality Komuso On The Future of Music Online

. SynaesthAsia: Dynamic, Live Music/Visual Spectacular from Musicians in Two Countries


What is Wings?

Wings is a Therapeutic VR prototype with interactive music and procedural visuals/camera.

The environment (time of day, speed, cloud cover etc) + adaptive music score (high quality emotive orchestral cinematic)  is driven by AI or responsive to bio/neuro feedback.

Update 2018-01-09: Selected by Microsoft for the Windows Mixed Reality Developer Program .

I did a talk about the development approach at VR Hub Tokyo Year-End Meetup Vol.4 | Health & Fitness with VR and AR titled “Design Framework for a Therapeutic VR app”.

What is Therapeutic VR?

It’s using VR in a variety of therapeutic contexts to achieve increased efficacy of targeted treatment protocols for areas such as:

  • Pain Management
  • PTSD
  • Stress Reduction
  • Exposure Therapy
  • Rehabilitation and Physical Therapy
  • ++

Watch some examples at

Related projects are:

Some video from the presentation:

VR app test version video:

Neurofeedback and Biofeedback “InnerActive” games

Biofeedback “InnerActive” games

Mind/body/spirit integration and performance enhancement.

Developing a series of single and multiplayer biofeedback audiovisual instruments/apps for Second Life and other application environments utilizing SCL, HRV, and EEG interfaces:

  • In game events, mini-games, and audiovisual music instruments
  • Download this Interview about neuro & bio feedback performance in SecondLife, Second Life Newspaper, 04/04/06
  • Workshop Presenter at free-play 05 Indy GameDev conference
    “An Introduction to Biofeedback Interfaces for games and instruments” sponsored by WildDivine
  • Live performances utilising various technologies and interfaces. 1. Pink Cow, Tokyo, 8/01/06
  • Real Life/SL mixed reality bioPerformance ARTTour 2006 20/21 May 06

See also:

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