2,084 research outputs found
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Conversations on a probable future: interview with Beatrice Fazi
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Understanding Context to Capture when Reconstructing Meaningful Spaces for Remote Instruction and Connecting in XR
Recent technological advances are enabling HCI researchers to explore
interaction possibilities for remote XR collaboration using high-fidelity
reconstructions of physical activity spaces. However, creating these
reconstructions often lacks user involvement with an overt focus on capturing
sensory context that does not necessarily augment an informal social
experience. This work seeks to understand social context that can be important
for reconstruction to enable XR applications for informal instructional
scenarios. Our study involved the evaluation of an XR remote guidance prototype
by 8 intergenerational groups of closely related gardeners using
reconstructions of personally meaningful spaces in their gardens. Our findings
contextualize physical objects and areas with various motivations related to
gardening and detail perceptions of XR that might affect the use of
reconstructions for remote interaction. We discuss implications for user
involvement to create reconstructions that better translate real-world
experience, encourage reflection, incorporate privacy considerations, and
preserve shared experiences with XR as a medium for informal intergenerational
activities.Comment: 26 pages, 5 figures, 4 table
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Learning to use melodic similarity and contrast for narrative using a Digital Tabletop Musical Interface
This thesis investigates Digital Tabletop Musical Interfaces (DTMIs) in the context of music education. Digital tabletops have emerged in recent years, surrounded by much enthusiasm, and have found applications in a diversity of fields – from museum installations to engineering applications, from information systems, to music making. In particular, their ability to create a link between the physical and virtual world makes the digital tabletop an excellent way for beginners to approach music making. By allowing users to “touch” music, and experience it through various visual representations, in addition to its aural representation, digital tabletops provide an intuitively approachable way of making music that supports both beginners and experts, and allows them to collaborate and exchange knowledge and ideas. However, we still know little about the challenges and opportunities that DTMIs present, particularly their role in supporting music education.
This thesis explores the challenges and opportunities presented by a bespoke DTMI in supporting people of different levels of musical experience in learning about some fundamental musical notions, and in learning how these can be used to compose music in an intentional way. This thesis covers three exploratory studies. In the first one, the notion of melodic contour, and its role as a visual metaphor for describing music, were explored by participants. A music composition task to describe a painting with music was presented to participants, and the ways in which participants described and composed music, in relation to melodic contour, were analysed. In the second study, the notions of melodic similarity and contrast, and their role in suggesting narrative, were explored by participants. Through a series of discussions and practical exercises, participants developed their understanding of melodic similarity and contrast, and learned how to use these notions to suggest narrative in melody. The third study followed directly from the second one, exploring again melodic similarity and contrast, but this time in a group setting. Groups of participants explored the musical notions using the DTMI as a discussion mediator. In these last two studies, the ways in which participants discussed the notions, and used them to compose music that suggested a narrative, were analysed.
The findings suggest that it is possible to appropriately design a DTMI that can be used by both musically experienced and inexperienced people in order to create music in a way that is graspable for the novice, yet expressive for the expert, so that the two can discuss music with equal ease, and learn more about it
Fast Raising: Digital Fundraising as Interaction Rituals
Twice a year, GamesDoneQuick hosts events that showcase the Speed Running Community, a sub-set of the Video Game Community. Since its inception in 2014 through 2021 GDQ has raised $25.7 million that has been distributed to the Prevent Cancer Foundation and MĂ©decins Sans Frontiers (Doctors without Borders). This collection of studies analyzes the Awesome Games Done Quick 2020 event utilizing the Interaction Ritual Theory framework of Randall Collins to understand how ritualistic social action of this community has been leveraged by event organizers to promote successful crowd funding efforts that benefits organizations outside of the community. Further it expands on research into New Social Movements and Participatory Culture to frame and explain the motivations behind this communal process. This study provides evidence to show that interaction ritual chains are present, but failed to accurately identify the specific characteristics of the sacred objects present to link them to the success of rituals. Additionally, it failed to find a link between perceived identity markers of ritual performers with the amount of donations received at the event studied. Lastly, it takes steps to categorize parts of the social action present in the form of donation incentives and describes how those specific incentive types perform in relation to one another
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