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Modular observers: OpenSoundLab and PatchWorld as case studies for emerging practices of modular synthesis in extended realities

Published online by Cambridge University Press:  06 April 2026

Ludwig Zeller*
Affiliation:
Institute Digital Communication Environments, Basel Academy of Art and Design, FHNW, Switzerland
Chris Elvis Leisi
Affiliation:
Immersive Arts Space, Dept. Game Design, Zurich Universities of Applied Sciences, Switzerland
*
Corresponding author: Ludwig Zeller; Email: ludwig.zeller@fhnw.ch
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Abstract

Our research set out to determine how the distinctive social ethos and tactile appeal of physical modular synthesisers could be transferred into extended reality contexts. Employing a ‘netnographic’ approach, the research examined content drawn from social media platforms including YouTube, Discord and Reddit. Particular attention was given to an analysis of ‘PatchWorld’ as the most prominent commercially available virtual modular synthesis tool. Additionally, ‘OpenSoundLab’, an open-source mixed-reality modular sound laboratory that was developed in earlier research, was adapted to allow multi-user sessions in mixed reality (MR), both locally co-located or remotely. Commercial standalone headsets were handed out to three artists in order to observe how they translate their patch and performance practices into extended realities. Distributing both the headsets and software functioned as a form of ‘cultural probe’, enabling the collection of detailed user experiences and acting as a prompt for informed conversations. Through this process, the evaluation yielded evidence that some of the most valued aspects of using physical modular systems can be translated to virtual modular systems, especially since these share a similar – if not greater – potential for creative and social immersion in a spatial instrument.

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Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided that no alterations are made and the original article is properly cited. The written permission of Cambridge University Press or the rights holder(s) must be obtained prior to any commercial use and/or adaptation of the article.
Copyright
© The Author(s), 2026. Published by Cambridge University Press
Figure 0

Figure 1. Photograph of a physical Eurorack system with modules from various manufacturers.

Figure 1

Figure 2. Screenshot of a patch in ‘VCV Rack’.

Figure 2

Figure 3. Screenshot of a half-filled modular case in the VR application ‘SYNTHSPACE’. The blue line in the background visualises the current audio signal.

Figure 3

Figure 4. VR Screenshot of an audio-visual jam session hosted by Mr. Todd in PatchWorld in September 2023 (image by courtesy of PatchXR)12.

Figure 4

Figure 5. VR screenshot of a techno live set built in PatchWorld by Riccardo Ferri in 2021 with a total of six overdubbed instances of his avatar replaying at once (image by courtesy of Riccardo Ferri)17.

Figure 5

Figure 6. Mixed-reality screenshots of an OSL workshop led by Ludwig Zeller at the Academy of Art and Design in Basel, Switzerland, in September 2024. Please note that there was no depth occlusion in this older version of the app.

Figure 6

Figure 7. Mixed-reality screenshot of a generative ambient patch built in OSL and placed as a roughly 20m high ‘modular plastic’ in a public park by Anselm Bauer.

Figure 7

Figure 8. Mixed-reality screenshot of Thomas Meckel performing a percussion-oriented patch with depth occlusion enabled.

Figure 8

Figure 9. MR screenshot of Dario Klein (on the right) adjusting an OSL patch that is positioned above a table with physical audio equipment during a jam session.