The second iteration of the Cave (see Cave I) is a collaboration with Bryan Finoki. The room is a simulation chamber for imagined and real architectural spaces. Building upon the  SPAT module developed by IRCAM in France, we are able to reproduce architectural spaces convincingly. We use both Ambisonics and VBAP as techniques to render sound sources.

Sound sources can be moved by the gamepad. It is not accidental that we use a gamepad, for gaming is the mode which has synthesized development in the room thus far. We are building small games to test how we perceive sound.

The speakers and insulation materials are concealed by acoustically transparent fibrous sheets. The lack of a visible sound source enables the visitor to be fully immersed in the sound. Sound is treated as a material itself, rather than just an effect projected by a loudspeaker. Ears can be easily deceived.