79 research outputs found

    Does embodied training improve the recognition of mid-level expressive movement qualities sonification?

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    This research is a part of a broader project exploring how movement qualities can be recognized by means of the auditory channel: can we perceive an expressive full-body movement quality by means of its interactive sonification? The paper presents a sonification framework and an experiment to evaluate if embodied sonic training (i.e., experiencing interactive sonification of your own body movements) increases the recognition of such qualities through the auditory channel only, compared to a non-embodied sonic training condition. We focus on the sonification of two mid-level movement qualities: fragility and lightness. We base our sonification models, described in the first part, on the assumption that specific compounds of spectral features of a sound can contribute to the cross-modal perception of a specific movement quality. The experiment, described in the second part, involved 40 participants divided into two groups (embodied sonic training vs. no training). Participants were asked to report the level of lightness and fragility they perceived in 20 audio stimuli generated using the proposed sonification models. Results show that (1) both expressive qualities were correctly recognized from the audio stimuli, (2) a positive effect of embodied sonic training was observed for fragility but not for lightness. The paper is concluded by the description of the artistic performance that took place in 2017 in Genoa (Italy), in which the outcomes of the presented experiment were exploited

    INTERACTIVE SONIFICATION STRATEGIES FOR THE MOTION AND EMOTION OF DANCE PERFORMANCES

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    The Immersive Interactive SOnification Platform, or iISoP for short, is a research platform for the creation of novel multimedia art, as well as exploratory research in the fields of sonification, affective computing, and gesture-based user interfaces. The goal of the iISoP’s dancer sonification system is to “sonify the motion and emotion” of a dance performance via musical auditory display. An additional goal of this dissertation is to develop and evaluate musical strategies for adding layer of emotional mappings to data sonification. The result of the series of dancer sonification design exercises led to the development of a novel musical sonification framework. The overall design process is divided into three main iterative phases: requirement gathering, prototype generation, and system evaluation. For the first phase help was provided from dancers and musicians in a participatory design fashion as domain experts in the field of non-verbal affective communication. Knowledge extraction procedures took the form of semi-structured interviews, stimuli feature evaluation, workshops, and think aloud protocols. For phase two, the expert dancers and musicians helped create test-able stimuli for prototype evaluation. In phase three, system evaluation, experts (dancers, musicians, etc.) and novice participants were recruited to provide subjective feedback from the perspectives of both performer and audience. Based on the results of the iterative design process, a novel sonification framework that translates motion and emotion data into descriptive music is proposed and described

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    ESCOM 2017 Proceedings

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    ESCOM 2017 Book of Abstracts

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    Automated Analysis of Synchronization in Human Full-body Expressive Movement

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    The research presented in this thesis is focused on the creation of computational models for the study of human full-body movement in order to investigate human behavior and non-verbal communication. In particular, the research concerns the analysis of synchronization of expressive movements and gestures. Synchronization can be computed both on a single user (intra-personal), e.g., to measure the degree of coordination between the joints\u2019 velocities of a dancer, and on multiple users (inter-personal), e.g., to detect the level of coordination between multiple users in a group. The thesis, through a set of experiments and results, contributes to the investigation of both intra-personal and inter-personal synchronization applied to support the study of movement expressivity, and improve the state-of-art of the available methods by presenting a new algorithm to perform the analysis of synchronization

    Sonic interactions in virtual environments

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    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

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    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
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