28,795 research outputs found
Sensing and mapping for interactive performance
This paper describes a trans-domain mapping (TDM) framework for translating meaningful activities from one creative domain onto another. The multi-disciplinary framework is designed to facilitate an intuitive and non-intrusive interactive multimedia performance interface that offers the users or performers real-time control of multimedia events using their physical movements. It is intended to be a highly dynamic real-time performance tool, sensing and tracking activities and changes, in order to provide interactive multimedia performances.
From a straightforward definition of the TDM framework, this paper reports several implementations and multi-disciplinary collaborative projects using the proposed framework, including a motion and colour-sensitive system, a sensor-based system for triggering musical events, and a distributed multimedia server for audio mapping of a real-time face tracker, and discusses different aspects of mapping strategies in their context.
Plausible future directions, developments and exploration with the proposed framework, including stage augmenta tion, virtual and augmented reality, which involve sensing and mapping of physical and non-physical changes onto multimedia control events, are discussed
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CreaTable Content and Tangible Interaction in Aphasia
Multimedia digital content (combining pictures, text and music) is ubiquitous. The process of creating such content using existing tools typically requires complex, language-laden interactions which pose a challenge for users with aphasia (a language impairment following brain injury). Tangible interactions offer a potential means to address this challenge, however, there has been little work exploring their potential for this purpose. In this paper, we present CreaTable – a platform that enables us to explore tangible interaction as a means of supporting digital content creation for people with aphasia. We report details of the co-design of CreaTable and findings from a digital creativity workshop. Workshop findings indicated that CreaTable enabled people with aphasia to create something they would not otherwise have been able to. We report how users’ aphasia profiles affected their experience, describe tensions in collaborative content creation and provide insight into more accessible content creation using tangibles
Roots Reloaded. Culture, Identity and Social Development in the Digital Age
This edited volume is designed to explore different perspectives of culture, identity and social development using the impact of the digital age as a common thread, aiming at interdisciplinary audiences. Cases of communities and individuals using new technology as a tool to preserve and explore their cultural heritage alongside new media as a source for social orientation ranging from language acquisition to health-related issues will be covered. Therefore, aspects such as Art and Cultural Studies, Media and Communication, Behavioral Science, Psychology, Philosophy and innovative approaches used by creative individuals are included. From the Aboriginal tribes of Australia, to the Maoris of New Zealand, to the mystical teachings of Sufi brotherhoods, the significance of the oral and written traditions and their current relation to online activities shall be discussed in the opening article. The book continues with a closer look at obesity awareness support groups and their impact on social media, Facebook usage in language learning context, smartphone addiction and internet dependency, as well as online media reporting of controversial ethical issues. The Digital progress has already left its dominating mark as the world entered the 21st century. Without a doubt, as technology continues its ascent, society will be faced with new and altering values in an effort to catch-up with this extraordinary Digitization, adapt satisfactorily in order to utilize these strong developments in everyday life
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Exploring the Digital Music Instrument Trombosonic with Extreme Users and at a Participatory Performance
We introduce the “Trombosonic” as a new digital music instrument inspired by the slide trombone. An ultrasonic sensor combined with a red laser allows the performer to play the instrument using similar movements to playing a trombone to change the pitch, despite the absence of a physical slider, by moving one hand back and forth. Additional sensors enhance the potential for musical expression by movement of the whole interface and by using the breath. We identify and discuss a variety of design issues arising from the Trombosonic. Due to its compact size and the lack of a slider, the Trombosonic can be played in many different ways. In order to explore varied potential uses of the Trombosonic, we carried out a series of informal evaluations. These included experts in new musical instruments, an older user, a younger user, an interaction design expert, and the audience at an experimental concert with audience participation. Future work is also discussed. Further technical development might include a built-in microphone to use the human voice and an expansion of the synthesiser’s features
Play it again, Butch, Cricket, Chick, Smoke, Happy... the performances of Hoagy Carmichael as a Hollywood bar-room pianist
This article discusses the performances of Hoagy Carmichael as a bar-room pianist figure in a number of 40s and 50s Hollywood films. Supporting musical characters in film often fulfil the role of the 'knowing servant', a character type that exists in many shapes, in cinema and other art forms. The close analysis of Carmichael's characters focuses attention on precisely how this broad type has been represented cinematically in a recurrent guise. It also attests to Carmichael's special status as an actor of this kind of role. His musical persona meant he was particularly suited to being cast in these types of parts. Furthermore, his characters exhibit signs of privilege within their supporting positions when compared to similar figures played by other performers
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Understanding Music Interaction, and Why It Matters
This is the introductory chapter of a book dedicated to new research in, and emerging new understandings of, music and human-computer interaction—known for short as music interaction. Music interaction research plays a key role in innovative approaches to diverse musical activities, including performance, composition, education, analysis, production and collaborative music making. Music interaction is pivotal in new research directions in a range of activities, including audience participation, interaction between music and dancers, tools for algorithmic music, music video games, audio games, turntablism and live coding. More generally, music provides a powerful source of challenges and new ideas for human-computer interaction (HCI). This introductory chapter reviews the relationship between music and human-computer interaction and outlines research themes and issues that emerge from the collected work of researchers and practitioners in this book
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