1,099 research outputs found

    Participation and creation: towards an ecological understanding of musical creativity

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    This paper draws on artistic explorations of territorial and spatial forces through analysis of projects set in the natural landscape, in a specific indoor site or at the threshold between the two. Specific attention is given to the artistic processes at play in the transformation of materials cre- ated/collected in the natural environment when shaped for presentation in an indoor location. What is the relation between being and becoming in this liminal space? According to Erwin Straus, the impetus to this process is the pathic moment of sensation, a moment which evolves in two dimensions: as an unfolding of the world and of the self (Straus 1965). Louis Schreel argues that in Deleuze and Guattari, artistic practice activates a process in which «the work ‘captures’ forces at work in the world and renders these sensible. Its effects are above all real and not merely im- aginary: the image is not a mental given but a concrete, existing reality» (Schreel 2014: 100). Here, Deleuze distinguishes between the percept – landscape in the absence of man – and affect, the non-human becomings contained in the artwork. This paper wishes to unpack these processes through a study of two concrete instances of artistic practice, aiming to create immediate interac- tion between musician and environment, in which either of the two authors took part

    Examining Temporal Trends and Design Goals of Digital Music Instruments for Education in NIME: A Proposed Taxonomy

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    This paper presents an overview of the design principles behind Digital Music Instruments (DMIs) for education across all editions of the International Conference on New Interfaces for Music Expression (NIME). We compiled a comprehensive catalogue of over hundred DMIs with varying degrees of applicability in the educational practice. Each catalogue entry is annotated according to a proposed taxonomy for DMIs for education, rooted in the mechanics of control, mapping and feedback of an interactive music system, along with the required expertise of target user groups and the instrument learning curve. Global statistics unpack underlying trends and design goals across the chronological period of the NIME conference. In recent years, we note a growing number of DMIs targeting non-experts and with reduced requirements in terms of expertise. Stemming from the identified trends, we discuss future challenges in the design of DMIs for education towards enhanced degrees of variation and unpredictability

    Distributed Networks of Listening and Sounding: 20 Years of Telematic Musicking

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    This paper traces a twenty-year arc of my performance and compositional practice in the medium of telematic music, focusing on a distinct approach to fostering interdependence and emergence through the integration of listening strategies, electroacoustic improvisation, pre-composed structures, blended real/virtual acoustics, networked mutual-influence, shared signal transformations, gesture-concepts and machine agencies. Communities of collaboration and exchange over this time period are discussed, which span both pre- and post-pandemic approaches to the medium that range from metaphors of immersion and dispersion to diffraction

    Multisensory Integration Design in Music for Cochlear Implant Users

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    Cochlear implant (CI) users experience several challenges when listening to music. However, their hearing abilities are greatly diverse and their musical experiences may significantly vary from each other. In this research, we investigate this diversity in CI users' musical experience, preferences, and practices. We integrate multisensory feedback into their listening experiences to support the perception of specific musical features and elements. Four installations are implemented, each exploring a different sensory modality assisting or supporting CI users' listening experience. We study these installations throughout semi-structured and exploratory workshops with participants. We report the results of our process-oriented assessment of CI users' experience with music. Because the CI community is a minority participant group in music, musical instrument design frameworks and practices vary from those of hearing cultures. We share guidelines for designing multisensory integration that derived from our studies with individual CI users and specifically aimed to enrich their experiences

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    The Haptic Bracelets: learning multi-limb rhythm skills from haptic stimuli while reading

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    The Haptic Bracelets are a system designed to help people learn multi-limbed rhythms (which involve multiple simultaneous rhythmic patterns) while they carry out other tasks. The Haptic Bracelets consist of vibrotactiles attached to each wrist and ankle, together with a computer system to control them. In this chapter, we report on an early empirical test of the capabilities of this system, and consider de-sign implications. In the pre-test phase, participants were asked to play a series of multi-limb rhythms on a drum kit, guided by audio recordings. Participants’ per-formances in this phase provided a base reference for later comparisons. During the following passive learning phase, away from the drum kit, just two rhythms from the set were silently 'played' to each subject via vibrotactiles attached to wrists and ankles, while participants carried out a 30-minute reading comprehen-sion test. Different pairs of rhythms were chosen for different subjects to control for effects of rhythm complexity. In each case, the two rhythms were looped and alternated every few minutes. In the final phase, subjects were asked to play again at the drum kit the complete set of rhythms from the pre-test, including, of course, the two rhythms to which they had been passively exposed. Pending analysis of quantitative data focusing on accuracy, timing, number of attempts and number of errors, in this chapter we present preliminary findings based on participants’ sub-jective evaluations. Most participants thought that the technology helped them to understand rhythms and to play rhythms better, and preferred haptic to audio to find out which limb to play when. Most participants indicated that they would pre-fer using a combination of haptics and audio for learning rhythms to either mo-dality on its own. Replies to open questions were analysed to identify design is-sues, and implications for design improvements were considered
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