16 research outputs found

    Mapping Through Listening

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    Gesture-to-sound mapping is generally defined as the association between gestural and sound parameters. This article describes an approach that brings forward the perception-action loop as a fundamental design principle for gesture–sound mapping in digital music instrument. Our approach considers the processes of listening as the foundation – and the first step – in the design of action-sound relationships. In this design process, the relationship between action and sound is derived from actions that can be perceived in the sound. Building on previous works on listening modes and gestural descriptions we proposed to distinguish between three mapping strategies: instantaneous, temporal, and metaphoric. Our approach makes use of machine learning techniques for building prototypes, from digital music instruments to interactive installations. Four different examples of scenarios and prototypes are described and discussed

    P(l)aying Attention: Multi-Modal, Multi-Temporal Music Control

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    GestureChords: Transparency in gesturally controlled digital musical instruments through iconicity and conceptual metaphor

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    This paper presents GestureChords, a mapping strategy for chord selection in freehand gestural instruments. The strategy maps chord variations to a series of hand postures using the concepts of iconicity and conceptual metaphor, influenced by their use in American Sign Language (ASL), to encode meaning in gestural signs. The mapping uses the conceptual metaphors MUSICAL NOTES ARE POINTS IN SPACE and INTERVALS BETWEEN NOTES ARE SPACES BETWEEN POINTS, which are mapped respectively to the number of extended fingers in a performer’s hand and the abduction or adduction between them. The strategy is incorporated into a digital musical instrument and tested in a preliminary study for transparency by both performers and spectators, which gave promising results for the technique

    Effects of pitch and musical sounds on body-representations when moving with sound

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    The effects of music on bodily movement and feelings, such as when people are dancing or engaged in physical activity, are well-documented—people may move in response to the sound cues, feel powerful, less tired. How sounds and bodily movements relate to create such effects? Here we deconstruct the problem and investigate how different auditory features affect people’s body-representation and feelings even when paired with the same movement. In three experiments, participants executed a simple arm raise synchronised with changing pitch in simple tones (Experiment 1), rich musical sounds (Experiment 2) and within different frequency ranges (Experiment 3), while we recorded indirect and direct measures on their movement, body-representations and feelings. Changes in pitch influenced people’s general emotional state as well as the various bodily dimensions investigated—movement, proprioceptive awareness and feelings about one’s body and movement. Adding harmonic content amplified the differences between ascending and descending sounds, while shifting the absolute frequency range had a general effect on movement amplitude, bodily feelings and emotional state. These results provide new insights in the role of auditory and musical features in dance and exercise, and have implications for the design of sound-based applications supporting movement expression, physical activity, or rehabilitation

    Effects of pitch and musical sounds on body-representations when moving with sound

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    The effects of music on bodily movement and feelings, such as when people are dancing or engaged in physical activity, are well-documented¿people may move in response to the sound cues, feel powerful, less tired. How sounds and bodily movements relate to create such effects? Here we deconstruct the problem and investigate how different auditory features affect people's body-representation and feelings even when paired with the same movement. In three experiments, participants executed a simple arm raise synchronised with changing pitch in simple tones (Experiment 1), rich musical sounds (Experiment 2) and within different frequency ranges (Experiment 3), while we recorded indirect and direct measures on their movement, body-representations and feelings. Changes in pitch influenced people's general emotional state as well as the various bodily dimensions investigated¿movement, proprioceptive awareness and feelings about one's body and movement. Adding harmonic content amplified the differences between ascending and descending sounds, while shifting the absolute frequency range had a general effect on movement amplitude, bodily feelings and emotional state. These results provide new insights in the role of auditory and musical features in dance and exercise, and have implications for the design of sound-based applications supporting movement expression, physical activity, or rehabilitation.We acknowledge funding by the Spanish Agencia Estatal de Investigación (PID2019-105579RB-I00/AEI/10.13039/501100011033) and the European Research Council Grant (ERC) under the European Union’s Horizon 2020 research and innovation programme (grant agreement No 101002711). JL is funded by the Ministry of Economy, Industry and Competitivity of Spain (doctoral training Grant BES-2017-080471). OD is funded by the Volkswagen Foundation (Co-Sense grant). FB is partially funded by the ELEMENT project (ANR-18-CE33-0002)

    Making Mappings: Design Criteria for Live Performance

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    The conference was held in a worldwide format (both online and at NYU Shanghai).International audienceWe present new results combining data from a previously published study of the mapping design process and a new replication of the same method with a group of participants having different background expertise. Our thematic analysis of participants' interview responses reveal some design criteria common to both groups of participants: mappings must manage the balance of control between the instrument and the player, and they should be easy to understand for the player and audience. We also consider several criteria that distinguish the two groups' evaluation strategies. We conclude with important discussion of the mapping designer's perspective, performance with gestural controllers, and the difficulties of evaluating mapping designs and musical instruments in general

    Musical Gesture through the Human Computer Interface: An Investigation using Information Theory

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    This study applies information theory to investigate human ability to communicate using continuous control sensors with a particular focus on informing the design of digital musical instruments. There is an active practice of building and evaluating such instruments, for instance, in the New Interfaces for Musical Expression (NIME) conference community. The fidelity of the instruments can depend on the included sensors, and although much anecdotal evidence and craft experience informs the use of these sensors, relatively little is known about the ability of humans to control them accurately. This dissertation addresses this issue and related concerns, including continuous control performance in increasing degrees-of-freedom, pursuit tracking in comparison with pointing, and the estimations of musical interface designers and researchers of human performance with continuous control sensors. The methodology used models the human-computer system as an information channel while applying concepts from information theory to performance data collected in studies of human subjects using sensing devices. These studies not only add to knowledge about human abilities, but they also inform on issues in musical mappings, ergonomics, and usability

    Form Follows Sound

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    Sonic interaction is the continuous relationship between user actions and sound, mediated by some technology. Because interaction with sound may be task oriented or experience-based it is important to understand the nature of action-sound relationships in order to design rich sonic interactions. We propose a participatory approach to sonic interaction design that first considers the affordances of sounds in order to imagine embodied interaction, and based on this, generates interaction models for interaction designers wishing to work with sound. We describe a series of workshops, called Form Follows Sound, where participants ideate imagined sonic interactions, and then realize working interactive sound prototypes. We introduce the Sonic Incident technique, as a way to recall memorable sound experiences. We identified three interaction models for sonic interaction design: conducting; manipulating; substituting. These three interaction models offer interaction designers and developers a framework on which they can build richer sonic interactions

    Form Follows Sound: Designing Interactions from Sonic Memories

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    Sonic interaction is the continuous relationship between user actions and sound, mediated by some technology. Because interaction with sound may be task oriented or experience-based it is important to understand the nature of action-sound relationships in order to design rich sonic interactions. We propose a participatory approach to sonic interaction design that first considers the affordances of sounds in order to imagine embodied interaction, and based on this, generates interaction models for interaction designers wishing to work with sound. We describe a series of workshops, called Form Follows Sound, where participants ideate imagined sonic interactions, and then realize working interactive sound prototypes. We introduce the Sonic Incident technique, as a way to recall memorable sound experiences. We identified three interaction models for sonic interaction design: conducting; manipulating; substituting. These three interaction models offer interaction designers and developers a framework on which they can build richer sonic interactions

    Early prototypes and artistic practice with the mubone

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