6 research outputs found

    Pathways to live visuals in dance performances: a quantitative audience study

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    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

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    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

    Embodied Design of Dance Visualisations

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    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
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