2,425 research outputs found
Finding resilience through music for neurodivergent children
This research paper presents a collaborative effort to design a music-making tool that seamlessly blends enjoyment with accessibility, specifically tailored to meet the needs of children with diverse abilities including those who are neurodiverse and have varying musical abilities. The study's primary objective is to provide support to children who encounter challenges in learning traditional musical instruments or who have sensory processing issues and learn their experience of using this tool. Additionally, the research explores the potential role of music therapy in this context, with a focus on how the designed tool can serve as an ideal platform for fostering creativity and self-regulation among children.
Qualitative research methods, namely participatory design and cooperative inquiry, were employed to develop and refine different aspects of the music-making tool iteratively. Active involvement and feedback from the primary participants, comprising children with diverse abilities and a music therapist, played a central role throughout the tool's development process.
The findings indicate that children responded positively to the technology, revealing diverse applications in music education, therapy, and play. Furthermore, this study identified valuable opportunities for immediate improvements in the robot's design to enhance its overall usability and effectiveness in catering to the needs of its users. The collaborative design approach and the integration of music therapy perspectives demonstrate significant potential for advancing inclusive music education, play and therapeutic interventions for children with diverse abilities
Musical morphogenesis - a self-organizing system
We feel and seize the built environment through senses and bodyâs interactive movement. During this process, our mind and physical status is processing solutions and methods of integration and adaptation that enable us to integrate and live with and in our surrounding environment.
In this paper, we provide an overview on âMusical Morphogenesisâ interactive installation, which interacts through colour, light, movement and sound with the environment and its inhabitants. In addition, we intend to take visitors in a sensorial journey to explore the dynamic action of a network of genes during the development of an organism. Finding its roots in the Autopoiesisâ theory (Maturana & Varela 1980), âMusical Morphogenesisâ acts and interacts as a self-producing system. This installation results from a multidisciplinary collaboration of six main scientific disciplines: complex systems, computational biology, music, architecture, robotics, and science communication. During the design and implementation of the installationâs components, the specificities of each discipline had to be taken into consideration, resulting in an extremely challenging project.info:eu-repo/semantics/publishedVersio
Extempore: The design, implementation and application of a cyber-physical programming language
There is a long history of experimental and exploratory
programming
supported by systems that expose interaction through a
programming
language interface. These live programming systems enable
software
developers to create, extend, and modify the behaviour of
executing
software by changing source code without perceptual breaks for
recompilation. These live programming systems have taken many
forms,
but have generally been limited in their ability to express
low-level
programming concepts and the generation of efficient native
machine
code. These shortcomings have limited the effectiveness of live
programming in domains that require highly efficient numerical
processing and explicit memory management.
The most general questions addressed by this thesis are what a
systems
language designed for live programming might look like and how
such a
language might influence the development of live programming in
performance sensitive domains requiring real-time support,
direct
hardware control, or high performance computing. This thesis
answers
these questions by exploring the design, implementation and
application of Extempore, a new systems programming language,
designed specifically for live interactive programming
between Bound and AbzĂ»
UID/EAT/00693/2019Videogames, being an audio-visual media which makes use of presentation and visual techniques mainly linked to cinema, are distinguished due to their focus on interactivity and the relationship between media and user. Interaction is key not only for the image itself but for the music that accompanies it. And the soundtrack of a videogame only exists if thereâs an agent that controls the universe, allowing its audition and perception. However, itâs possible to note the convergence between videogames and visual characteristics of films regarding image and whatâs present on the screen in the last decade of the mainstream overview â videogames aim to be, in a growing rate, more cinematic. The absence, or reduction of informative elements in the screen, the increased development of graphic quality and design, alongside the notion of spatiality and open environments, are being frequently integrated and invested in by not only big companies but also independent studios. Through two case studies â Bound (Plastic Studios 2016) and AbzĂ» (Giant Squid 2016)â, this paper examines the role of cinematicability and its use as a narrative tool where music builds an ergodic process of communication, meaning and interactivity. The soundtrack, game mechanics and the cinematic compose an interactive musical experience where the user is, at the same time, the interactive and performative agent in the narrative universe.publishersversionpublishe
What do Collaborations with the Arts Have to Say About Human-Robot Interaction?
This is a collection of papers presented at the workshop What Do Collaborations with the Arts Have to Say About HRI , held at the 2010 Human-Robot Interaction Conference, in Osaka, Japan
Designing Sound for Social Robots: Advancing Professional Practice through Design Principles
Sound is one of the core modalities social robots can use to communicate with the humans around them in rich, engaging, and effective ways. While a robot's auditory communication happens predominantly through speech, a growing body of work demonstrates the various ways non-verbal robot sound can affect humans, and researchers have begun to formulate design recommendations that encourage using the medium to its full potential. However, formal strategies for successful robot sound design have so far not emerged, current frameworks and principles are largely untested and no effort has been made to survey creative robot sound design practice.
In this dissertation, I combine creative practice, expert interviews, and human-robot interaction studies to advance our understanding of how designers can best ideate, create, and implement robot sound. In a first step, I map out a design space that combines established sound design frameworks with insights from interviews with robot sound design experts. I then systematically traverse this space across three robot sound design explorations, investigating (i) the effect of artificial movement sound on how robots are perceived, (ii) the benefits of applying compositional theory to robot sound design, and (iii) the role and potential of spatially distributed robot sound. Finally, I implement the designs from prior chapters into humanoid robot Diamandini, and deploy it as a case study.
Based on a synthesis of the data collection and design practice conducted across the thesis, I argue that the creation of robot sound is best guided by four design perspectives: fiction (sound as a means to convey a narrative), composition (sound as its own separate listening experience), plasticity (sound as something that can vary and adapt over time), and space (spatial distribution of sound as a separate communication channel). The conclusion of the thesis presents these four perspectives and proposes eleven design principles across them which are supported by detailed examples. This work contributes an extensive body of design principles, process models, and techniques providing researchers and designers with new tools to enrich the way robots communicate with humans
Icanlearn: A Mobile Application For Creating Flashcards And Social Stories\u3csup\u3etm\u3c/sup\u3e For Children With Autistm
The number of children being diagnosed with Autism Spectrum Disorder (ASD) is on the rise, presenting new challenges for their parents and teachers to overcome. At the same time, mobile computing has been seeping its way into every aspect of our lives in the form of smartphones and tablet computers. It seems only natural to harness the unique medium these devices provide and use it in treatment and intervention for children with autism.
This thesis discusses and evaluates iCanLearn, an iOS flashcard app with enough versatility to construct Social StoriesTM. iCanLearn provides an engaging, individualized learning experience to children with autism on a single device, but the most powerful way to use iCanLearn is by connecting two or more devices together in a teacher-learner relationship. The evaluation results are presented at the end of the thesis
Tangible user interfaces and social interaction in children with autism
Tangible User Interfaces (TUIs) offer the potential for new modes of social
interaction for children with Autism Spectrum Conditions (ASC). Familiar objects that
are embedded with digital technology may help children with autism understand the
actions of others by providing feedback that is logical and predictable. Objects that
move, playback sound or create sound â thus repeating programmed effects â offer an
exciting way for children to investigate objects and their effects.
This thesis presents three studies of children with autism interacting with objects
augmented with digital technology.
Study one looked at Topobo, a construction toy augmented with kinetic
memory. Children played with Topobo in groups of three of either Typically
Developing (TD) or ASC children. The children were given a construction task, and
were also allowed to play with the construction sets with no task. Topobo in the task
condition showed an overall significant effect for more onlooker, cooperative, parallel,
and less solitary behaviour. For ASC children significantly less solitary and more
parallel behaviour was recorded than other play states.
In study two, an Augmented Knights Castle (AKC) playset was presented to
children with ASC. The task condition was extended to allow children to configure the
playset with sound. A significant effect in a small sample was found for configuration of the AKC, leading to less solitary behaviour, and more cooperative behaviour.
Compared to non-digital play, the AKC showed reduction of solitary behaviour because
of augmentation. Qualitative analysis showed further differences in learning phase, user
content, behaviour oriented to other children, and system responsiveness.
Tangible musical blocks (âd-touchâ) in study three focused on the task. TD and
ASC children were presented with a guided/non-guided task in pairs, to isolate effects
of augmentation. Significant effects were found for an increase in cooperative symbolic
play in the guided condition, and more solitary functional play was found in the
unguided condition. Qualitative analysis highlighted differences in understanding
blocks and block representation, exploratory and expressive play, understanding of
shared space and understanding of the system.
These studies suggest that the structure of the task conducted with TUIs may be
an important factor for childrenâs use. When the task is undefined, play tends to lose
structure and the benefits of TUIs decline. Tangible technology needs to be used in an
appropriately structured manner with close coupling (the distance between digital
housing and digital effect), and works best when objects are presented in familiar form
Towards a digitally conceived physical performance object
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.Includes bibliographical references (p. 122-126).In the performing arts, the relationship that is established between what is seen and what is heard must be experienced to fully appreciate and understand the aesthetics of performance. Actual physical objects such as musical instruments, lights, elements of the set, props, and people provide the visual associations and a tangible reality which can enhance the musical elements in a performance. This thesis proposes that new and artistic physical objects can, in themselves, be designed to perform. It introduces the Chandelier, a kinetic sculpture, a central set piece for a new opera, a new kind of musical instrument, and an object that performs. The piece moves and changes shape through mechanical action and the designed interplay between surfaces and light. It is intended to be interacted with by musicians and players of the opera. This thesis also explores the design process and evolution of the Chandelier with a primary objective of realizing a constructible, physical performance object through an authentic and abstruse digital conception. It is a conception not of a static nature, but incorporates a dynamic sense of changeable form through coordinated elements of light, mechanics, and sculpture.Steven L. Pliam.S.M
- âŠ