3,762 research outputs found

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Horizontality: From "Window" to "Ground", Exploring Immersive Audiotory Space as an Interactive Participant Medium

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    My sound-based arts practice is currently concerned with the shift of focus from the materiality of the sonic art object to the conceptual and semantic dimensions involved in interaction within a system. The twentieth century saw the dawn of technologies that could not only mediate the sonic arts in new ways but also inform its techniques and tropes. Over the last few decades we have seen the emergence of the genres Transmission and Telematic Art, the methodology of both often being informed by new concepts of space. The rise of post-industrial Capitalism situates us in a new epoch of spatial awareness. This seems particularly relevant now that mediated sonic and communication technologies are an integral part of our lives. Transmitting media “punching a hole in space” now ignore acoustic container boundaries: a sound heard and its source can exist separately yet simultaneously. Physical location and distance become less relevant. How does this create a shift in how we perceive the spatial within the practice of living?; and 2. redefining concepts of author and audience. All who participate are involved in authorship creating a form that is impossible to mediate to a passive audience 5. My work explores how this situation and the aesthetics deriving from it inform me as a practitioner within the medium of sound: the generative and emergent behaviour that arises from relationship as a form of “composition” and, of particular interest to me, the desire to shift focus from the traditional role of sound as an object of aesthetic expression to immersive interactive auditory space as a means of entering into dialogue with the multidimensional environment which humanity inhabits

    Eliciting Music Performance Anxiety of Vocal and Piano Students Through the Use of Virtual Reality

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    Despite the growth of virtual reality technologies, there is a lack of understanding of implementing these technologies within the collegiate classroom. This case study provides a mixed-method insight into a virtual reality (VR) asset deployed in a music performance environment. The study examined the effectiveness of a virtual reality environment as measured by the physiological response and user feedback. Ten voice and four piano college students participated in the study. Each participant performed musical works within an authentic practice room and the virtual concert hall via a Virtual Reality (VR) headset. Data was collected across four criteria. Participants’ heart rates were recorded before and after the performances. A State-Trait Anxiety Inventory test was presented to participants before and after the performances. Each performance was recorded and then blindly evaluated by two licensed music adjudicators. After the performances, participants completed a self-evaluation. Results indicated that virtual concert hall sessions caused a change in some categories of physiological, performance, and anxiety compared to an authentic practice room. No statistical difference was recorded in heart rate for vocalists between both environments. This project serves as a proof of concept that VR technologies can effectively elicit change in music performance anxiety. Furthermore, the study could encourage further research on mitigating music performance anxiety through virtual environment exposure

    States of suspension : exploring suspended experience of sound and light in popular music and imagery

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    This practice-based research project explores, defines and demonstrates the state of spatio-temporal suspension, or suspended experience, where abstract characteristics of sound and light in music and imagery coalesce to afford audience and performer the experience of liminal or “between” aesthetic zones, in turn providing a gateway into imaginative worlds. Informed by the author’s background in the performance and composition of forms of experimental popular music as well as graphic design and photography, the investigation utilises a combination of creative research methods and research-led analysis within a phenomenological framework to interrogate the physiological and neurological basis for this state. In order to better understand and define this concept, relevant creative exemplars including music and music videos, experimental films and site-specific installations are examined. The analysis draws upon a range of relevant philosophies and theories of perception relating to time and space, including phenomenology, liminality, the Japanese concept of Ma and heterotopia. Perceptual and psychological theories, including affect as felt experience and its role in aesthetics are considered, as well as embodied cognition in aesthetics and ecological approaches to perception. These theories and concepts consider humans as integral parts of a dynamic ecosystem of individual and shared information and perception, providing insight into the perceptual basis of suspension and why it is often encountered as a cross-modal experience. Through the analysis of creative works and the author’s self-observation and journaling of the audiovisual exploration of suspension in performance and practice, the research identifies compositional features that are prevalent in works that facilitate and enhance the potential for suspended experience. These features are explored and realised through creative works that examine how suspension is imparted through an audiovisual composition, how it is experienced by the practitioner through the recording process and as an improvised performance, and how the works are received and experienced by others, via examination of responses to specially designed reception tests. The findings are expressed in the conception and realisation of two major bodies of work: an audiovisual suite, Suspension Studies (2020), comprised of musical and visual studies of suspension as an immobile work; and a site-specific performance work, States of Suspension (2018), which affords audiences and performers an active aesthetic experience of suspension in situ. The enquiry contributes to the understanding of a relatively unexplored phenomenon in music and visual arts and intends to encourage further discourse and investigation into this topic

    Experiential Perspectives on Sound and Music for Virtual Reality Technologies

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    This thesis examines the intersection of sound, music, and virtuality within current and next-generation virtual reality technologies, with a specific focus on exploring the experiential perspectives of users and participants within virtual experiences. The first half of the thesis constructs a new theoretical model for examining intersections of sound and virtual experience. In Chapter 1, a new framework for virtual experience is constructed consisting of three key elements: virtual hardware (e.g., displays, speakers); virtual software (e.g., rules and systems of interaction); and virtual externalities (i.e., physical spaces used for engaging in virtual experiences). Through using and applying this new model, methodical examinations of complex virtual experiences are possible. Chapter 2 examines the second axis of the thesis through constructing an understanding of how sound is designed, implemented, and received within virtual reality. The concept of soundscapes is explored in the context of experiential perspectives, serving as a useful approach for describing received auditory phenomena. Auditory environments are proposed as a new model for exploring how auditory phenomena can be broadcast to audiences. Chapter 3 explores how inauthenticity within sound can impact users in virtual experience and uses authenticity to critically examine challenges surrounding sound in virtual reality. Constructions of authenticity in music performance are used to illustrate how authenticity is constructed within virtual experience. Chapter 4 integrates music into the understanding of auditory phenomena constructed throughout the thesis: music is rarely part of the created world in a virtual experience. Rather, it is typically something which only the audience – as external observers of the created world – can hear. Therefore, music within immersive virtual reality may be challenging as the audience is placed within the created world.The second half of this thesis uses this theoretical model to consider contemporary and future approaches to virtual experiences. Chapter 5 constructs a series of case studies to demonstrate the use of the framework as a trans-medial and intra/inter-contextual tool of analysis. Through use of the framework, varying approaches to implementation of sound and music in virtual reality technologies are considered, which reveals trans-medial commonalities of immersion and engagement with virtual experiences through sound. Chapter 6 examines near-future technologies, including brain-computer interfaces and other full-immersion technologies, to identify key issues in the design and implementation of future virtual experiences and suggest how interdisciplinary collaboration may help to develop solutions to these issues. Chapter 7 considers how the proposed model for virtuality might allow for methodical examination of similar issues within other fields, such as acoustics and architecture, and examines the ethical considerations that may become relevant as virtual technology develops within the 21st Century.This research explores and rationalises theoretical models of virtuality and sound. This permits designers and developers to improve the implementation of sound and music in virtual experiences for the purpose of improving user outcomes.<br/

    Emerging technologies for learning report (volume 3)

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    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial
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