14,985 research outputs found
Large-scale mobile audio environments for collaborative musical interaction.
ABSTRACT New application spaces and artistic forms can emerge when users are freed from constraints. In the general case of human-computer interfaces, users are often confined to a fixed location, severely limiting mobility. To overcome this constraint in the context of musical interaction, we present a system to manage large-scale collaborative mobile audio environments, driven by user movement. Multiple participants navigate through physical space while sharing overlaid virtual elements. Each user is equipped with a mobile computing device, GPS receiver, orientation sensor, microphone, headphones, or various combinations of these technologies. We investigate methods of location tracking, wireless audio streaming, and state management between mobile devices and centralized servers. The result is a system that allows mobile users, with subjective 3-D audio rendering, to share virtual scenes. The audio elements of these scenes can be organized into large-scale spatial audio interfaces, thus allowing for immersive mobile performance, locative audio installations, and many new forms of collaborative sonic activity
Diverse perceptions of smart spaces
This is the era of smart technology and of ‘smart’ as a meme, so we have run three workshops to examine the ‘smart’ meme and the exploitation of smart environments. The literature relating to smart spaces focuses primarily on technologies and their capabilities. Our three workshops demonstrated that we require a stronger user focus if we are advantageously to exploit spaces ascribed as smart: we examined the concept of smartness from a variety of perspectives, in collaboration with a broad range of contributors. We have prepared this monograph mainly to report on the third workshop, held at Bournemouth University in April 2012, but do also consider the lessons learned from all three. We conclude with a roadmap for a fourth (and final) workshop, which is intended to emphasise the overarching importance of the humans using the spac
CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap
After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in
multimedia search engines, we have identified and analyzed gaps within European research effort during our second year.
In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio-
economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown
of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on
requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the
community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our
Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as
National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core
technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research
challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal
challenges
The Smart Stage: Designing 3D interaction metaphors for immersive and ubiquitous music systems
This conceptual paper describes a work in
progress in the process of design and implementation of the
Smart Stage, an interactive music system prototype for
collaborative musical creativity in immersive and ubiquitous
environments. This system is intended to have a low entry
barrier, thus more forgiving to users with lesser experience or
knowledge in music, and it is designed with affordances to
support intuitive progress in improvisational performance in a
collaborative setting. We present a preliminary technical
overview of the system and a first case study of a 3D
interaction metaphor for granular synthesis, developed for this
environment.Innovation Agency (Agência de Inovação, ADI, Portugal) and Quadro de Referência Estratégico Nacional
(QREN, Portugal): VisualYzARt: Visual programming framework for augmented reality and ubiquitous natural user interfaces (QREN-ADI ref: 23201) and COMPETE - Programa Operacional Factores de Competitividade (POFC
Improving User Involvement Through Live Collaborative Creation
Creating an artifact - such as writing a book, developing software, or performing a piece of music - is often limited to those with domain-specific experience or training.
As a consequence, effectively involving non-expert end users in such creative processes is challenging.
This work explores how computational systems can facilitate collaboration, communication, and participation in the context of involving users in the process of creating artifacts while mitigating the challenges inherent to such processes.
In particular, the interactive systems presented in this work support live collaborative creation, in which artifact users collaboratively participate in the artifact creation process with creators in real time.
In the systems that I have created, I explored liveness, the extent to which the process of creating artifacts and the state of the artifacts are immediately and continuously perceptible, for applications such as programming, writing, music performance, and UI design.
Liveness helps preserve natural expressivity, supports real-time communication, and facilitates participation in the creative process.
Live collaboration is beneficial for users and creators alike: making the process of creation visible encourages users to engage in the process and better understand the final artifact.
Additionally, creators can receive immediate feedback in a continuous, closed loop with users.
Through these interactive systems, non-expert participants help create such artifacts as GUI prototypes, software, and musical performances.
This dissertation explores three topics: (1) the challenges inherent to collaborative creation in live settings, and computational tools that address them; (2) methods for reducing the barriers of entry to live collaboration; and (3) approaches to preserving liveness in the creative process, affording creators more expressivity in making artifacts and affording users access to information traditionally only available in real-time processes.
In this work, I showed that enabling collaborative, expressive, and live interactions in computational systems allow the broader population to take part in various creative practices.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/145810/1/snaglee_1.pd
Computer Music and Digital Media Art Through a Web-Based Collaborative Interface
A dissertação apresentada é resultado de uma investigação em interfaces colaborativas usando tecnologias web, feita no contexto do Braga Media Arts. Como resultado é apresentado um ambiente audiovisual em rede como desenvolvimento prático, o Akson. O Akson foi inicialmente concebido como uma exploração do que poderia ser construído aproveitando a infraestrutura global da Internet, bem como a reprodução musical e visual em vários dispositivos. Este sistema foi feito pensando em seu uso em performance ao vivo e é capaz de interagir com os dispositivos do público.The dissertation presented is the result of an investigation into collaborative interfaces using web technologies, done in the context of Braga Media Arts. As a result an audiovisual environment is presented as a practical development, Akson. Akson was initially conceived of as an exploration into what could be built by leveraging global internet infrastructure as well as musical and visual playback across multiple devices. This system was done thinking about its use in live performance and is able to interact with the devices of the public
Current Challenges and Visions in Music Recommender Systems Research
Music recommender systems (MRS) have experienced a boom in recent years,
thanks to the emergence and success of online streaming services, which
nowadays make available almost all music in the world at the user's fingertip.
While today's MRS considerably help users to find interesting music in these
huge catalogs, MRS research is still facing substantial challenges. In
particular when it comes to build, incorporate, and evaluate recommendation
strategies that integrate information beyond simple user--item interactions or
content-based descriptors, but dig deep into the very essence of listener
needs, preferences, and intentions, MRS research becomes a big endeavor and
related publications quite sparse.
The purpose of this trends and survey article is twofold. We first identify
and shed light on what we believe are the most pressing challenges MRS research
is facing, from both academic and industry perspectives. We review the state of
the art towards solving these challenges and discuss its limitations. Second,
we detail possible future directions and visions we contemplate for the further
evolution of the field. The article should therefore serve two purposes: giving
the interested reader an overview of current challenges in MRS research and
providing guidance for young researchers by identifying interesting, yet
under-researched, directions in the field
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