6 research outputs found
Pathways to live visuals in dance performances: a quantitative audience study
INTRODUCTION: We present an audience study investigating the impact of different technologies to create visuals in dance performances.
OBJECTIVES: We investigated four conditions: motion capture, sensors, camera image, and minimal interaction; and four variables: how much did the audience perceive a connection between the body and the visuals; the visuals as merely copying the dancer; how much distracting were the visuals; and how much did the audience enjoy the visuals.
METHODS: We used a questionnaire to collect data. We analyzed it using Friedman’s test, and Spearman’s correlation test.
RESULTS: The audience perceived a stronger connection in the camera condition, but in the same condition, visuals tend to be merely copying the dancer. We also suggest that the perceived connection has a positive correlation with enjoyment, while distraction has a negative correlation.
CONCLUSION: Our results help to highlight the impact that different technology have on live visuals for dance
TOWARDS AN INTEGRATIVE THEORETICAL FRAMEWORK OF INTERACTIVE MACHINE LEARNING SYSTEMS
Interactive machine learning (IML) is a learning process in which a user interacts with a system to iteratively define and optimise a model. Although recent years have illustrated the proliferation of IML systems in the fields of Human-Computer Interaction (HCI), Information Systems (IS), and Computer Science (CS), current research results are scattered leading to a lack of integration of existing work on IML. Furthermore, due to diverging functionalities and purposes IML systems can refer to, an uncertainty exists regarding the underlying distinct capabilities that constitute this class of systems. By reviewing extensive IML literature, this paper suggests an integrative theoretical framework for IML systems to address these current impediments. Reviewing 2,879 studies in leading journals and conferences during the years 1966-2018, we found an extensive range of applications areas that have implemented IML systems and the necessity to standardise the evaluation of those systems. Our framework offers an essential step to provide a theoretical foundation to integrate concepts and findings across different fields of research. The main contribution of this paper is organising and structuring the body of knowledge in IML for the advancement of the field. Furthermore, we suggest three opportunities for future IML research. From a practical point of view, our integrative theoretical framework can serve as a reference guide to inform the design and implementation of IML systems
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Connected layers: evaluating visualizations of embodiment in contemporary dance performances
There has been a growing interest in interactive visuals in contemporary dance performances. These visuals often rely on embodied interaction techniques, such as motion capture or biosignal sensors. However, there is a lack of research into how audience members experience these interactive visuals, and how to enhance that experience. We conducted an audience study, involving four different dance performances. Each of the performances explored a different approach for interaction involving visuals. We collected data from audience members, regarding their experience of the performances, using questionnaires and interviews. The analysis of this data allows us to identify implications for design: balancing trade-offs within a mapping clarity spectrum; connecting layers; visuals as co-creative mediator; defined territory and individuality of visuals; exploration of perspective shift and abstract fragmentation. We argue that these considerations are relevant for designers of systems visualizing embodied interaction, not just for dance, but also for other related applications
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A Review of User Interface Design for Interactive Machine Learning
Interactive Machine Learning (IML) seeks to complement human perception and intelligence by tightly integrating these strengths with the computational power and speed of computers. The interactive process is designed to involve input from the user but does not require the background knowledge or experience that might be necessary to work with more traditional machine learning techniques. Under the IML process, non-experts can apply their domain knowledge and insight over otherwise unwieldy datasets to find patterns of interest or develop complex data driven applications. This process is co-adaptive in nature and relies on careful management of the interaction between human and machine. User interface design is fundamental to the success of this approach, yet there is a lack of consolidated principles on how such an interface should be implemented. This article presents a detailed review and characterisation of Interactive Machine Learning from an interactive systems perspective. We propose and describe a structural and behavioural model of a generalised IML system and identify solution principles for building effective interfaces for IML. Where possible, these emergent solution principles are contextualised by reference to the broader human-computer interaction literature. Finally, we identify strands of user interface research key to unlocking more efficient and productive non-expert interactive machine learning applications
Embodied Design of Dance Visualisations
This paper presents the design and implementation of a software platform for creating interactive visualisations that respond to the free-form movements of a non-professional dancer. The visualisations can be trained to respond to the idiosyncratic movements of an individual dancer. This adaptive process is controlled by Interactive Machine Learning. Our approach is novel because the behaviour of the interactive visualisations is trained by a dancer dancing, rather than a computer scientist explicitly programming rules. In this way IML enables an `embodied' form of design, where a dancer can design an interactive system by moving, rather than by analysing movement. This embodied design process taps into and supports our natural and embodied human understanding of movement.
We hope the process of designing an interactive experience for free form dance will help us to understand more about how to create embodied interfaces and allow us to build a general frame- work for embodied interaction. We would also like to create a compelling, embodied and enjoyable experience with more satisfying interactions than previous dance computer games which use pre-scripted routines where a player must repeat a sequence of moves.
The system was developed using a participatory methodology, with a software developer and an interaction designer working in partnership with users to test and refine two prototypes of the system. A third prototype has been built but not yet tested