8,502 research outputs found

    Multiple Media Interfaces for Music Therapy

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    This article describes interfaces (and the supporting technological infrastructure) to create audiovisual instruments for use in music therapy. In considering how the multidimensional nature of sound requires multidimensional input control, we propose a model to help designers manage the complex mapping between input devices and multiple media software. We also itemize a research agenda

    Implementation and analysis of several keyframe-based browsing interfaces to digital video

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    In this paper we present a variety of browsing interfaces for digital video information. The six interfaces are implemented on top of Físchlár, an operational recording, indexing, browsing and playback system for broadcast TV programmes. In developing the six browsing interfaces, we have been informed by the various dimensions which can be used to distinguish one interface from another. For this we include layeredness (the number of “layers” of abstraction which can be used in browsing a programme), the provision or omission of temporal information (varying from full timestamp information to nothing at all on time) and visualisation of spatial vs. temporal aspects of the video. After introducing and defining these dimensions we then locate some common browsing interfaces from the literature in this 3-dimensional “space” and then we locate our own six interfaces in this same space. We then present an outline of the interfaces and include some user feedback

    An introduction to interactive sonification

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    The research field of sonification, a subset of the topic of auditory display, has developed rapidly in recent decades. It brings together interests from the areas of data mining, exploratory data analysis, human–computer interfaces, and computer music. Sonification presents information by using sound (particularly nonspeech), so that the user of an auditory display obtains a deeper understanding of the data or processes under investigation by listening

    Herding cats: observing live coding in the wild

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    After a momentous decade of live coding activities, this paper seeks to explore the practice with the aim of situating it in the history of contemporary arts and music. The article introduces several key points of investigation in live coding research and discusses some examples of how live coding practitioners engage with these points in their system design and performances. In the light of the extremely diverse manifestations of live coding activities, the problem of defining the practice is discussed, and the question raised whether live coding will actually be necessary as an independent category

    Plays of proximity and distance: Gesture-based interaction and visual music

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    This thesis presents the relations between gestural interfaces and artworks which deal with real- time and simultaneous performance of dynamic imagery and sound, the so called visual music practices. Those relation extend from a historical, practical and theoretical viewpoint, which this study aims to cover, at least partially, all of them. Such relations are exemplified by two artistic projects developed by the author of this thesis, which work as a starting point for analysing the issues around the two main topics. The principles, patterns, challenges and concepts which struc- tured the two artworks are extracted, analysed and discussed, providing elements for comparison and evaluation, which may be useful for future researches on the topic

    Audiovisual economics: Audiovisual markets in the European Union

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    Focusing on economic aspects of audiovisual industries, this article analyses some of the key EU policy initiatives affecting the sector –the AVMS Directive; the MEDIA Programme; competition and state aid for PSB; and also media ownership and pluralism– in the context of changing technologies and changing markets in Europe. It is notable that the policy ambitions surrounding audiovisual media are varied and do not always pull in the same direction. This article examines the threats and opportunities caused by digitisation and new value chain configurations but argues that conflicting agendas remain a substantive challenge for policy-making at EU lev

    The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

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    There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design
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