98 research outputs found

    Tenori-ON virtu-AL

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    Viendo el Doodle de homenaje a Johann Sebastian Bach estábamos disfrutando con la interacción que proporciona permitiendo la composición musical de una manera muy visual: se van escribiendo las notas directamente en el pentagrama, al tiempo que se oyen sonar. Además, al acabar, la aplicación tiene una opción para ¿armonizar¿ la composición con las del maestro Bach e incluso versionearla al ritmo de Rock'nRoll. En esta ambientación, cambian también los músicos y los instrumentos con que se interpreta la melodía. Al reparar en que uno de los músicos utiliza un sintetizador y un instrumento que recuerda al TENORION ... ya no se pudo evitar, explicando lo que era empezamos a pensar en cómo hacer uno. Bueno, pues aquí dejamos las ideas y algo de código, a ver si quieres unirte a la diversión y convertirte en un ¿lutier¿ virtual, con perdón de los artesanos del mundo real.Agustí Melchor, M. (2019). Tenori-ON virtu-AL. http://hdl.handle.net/10251/123634DE

    Age and experience: ludic engagement in a residential care setting

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    The “older old” (people over eighty) are a largely invisible group for those not directly involved in their lives; this project explores the ways that technology might strengthen links between different generations. This paper describes findings from a two-year study of a residential care home and develops the notion of cross-generational engagement through ludic systems which encourage curiosity and playfulness. It outlines innovative ways of engaging the older old through “digital curios” such as Bloom, the Tenori On and Google Earth. The use of these curios was supplemented with portraiture by three local artists, nine school children and the field researcher. The paper describes four technological interventions: “video window”, “projected portraiture”, “blank canvas”, and “soundscape radio”. These interventions attempt to reposition “off the shelf” technologies to provide a space for cross-generational engagement The notion of interpassivity (the obverse of interaction) is explored in relation to each intervention

    Patterns of Musical Interaction with Computing Devices

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    In line with the efforts from the Ubiquitous Music Group, our research identified recurring patterns of interaction between humans and computing devices in existing music software and hardware. These four kinds of repeatedly implemented musical interactions are being documented in the form of interaction design patterns, providing an alternative taxonomy of interaction types, suitable for musical and computational developments in ubiquitous music research. In this paper we briefly describe the meaning of patterns in design fields. We also defend the use of interaction patterns in the design of ubiquitous music systems, and present the four proto-patterns proposed in our research. We intend with this paper to foster discussions at this 3rd Ubimus workshop, which can lead to refinement and improvement of the proposed interaction design patterns

    Studies on Kansei Information Media based on Embodiment

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    早大学位記番号:新7794早稲田大

    Artists play games

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    Andrzej Pitrus discusses complex relationships between the two worlds – art and computer/ games. Numerous artists are looking for inspirations in the world of an interactive entertainment, yet some of them are creating new paths of its development. Some of the artists focus on new and unique interfaces. Others refer to the mechanics of games to create their own interactive works. Bill Viola’s The Night Journey is an excellent example of such project. The author also reviews critical games, which are based on the mechanisms easily found in commercial games. Yet, their goal is to deconstruct them, rather than followig well known tracks. Pitrus examines this strategy in the works of a famous studio “Tale of Tales”.Andrzej Pitrus discusses complex relationships between the two worlds – art and computer/ games. Numerous artists are looking for inspirations in the world of an interactive entertainment, yet some of them are creating new paths of its development. Some of the artists focus on new and unique interfaces. Others refer to the mechanics of games to create their own interactive works. Bill Viola’s The Night Journey is an excellent example of such project. The author also reviews critical games, which are based on the mechanisms easily found in commercial games. Yet, their goal is to deconstruct them, rather than followig well known tracks. Pitrus examines this strategy in the works of a famous studio “Tale of Tales”

    The Photostroller: supporting diverse care home residents in engaging with the world

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    The Photostroller is a device designed for use by residents of a care home for older people. It shows a continuous slideshow of photographs retrieved from the FlickrTM image website using a set of six predefined categories modified by a tuneable degree of ‘semantic drift’. In this paper, we describe the design process that led to the Photostroller, and summarise observations made during a deployment in the care home that has lasted over two months at the time of writing. We suggest that the Photostroller balances constraint with openness, and control with drift, to provide an effective resource for the ludic engagement of a diverse group of older people with each other and the world outside their home

    Affordances of Equality: Ranciere, Emerging Media, and the New Amateur

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    This article extends a recent educational engagement with the work of Jacques Rancière by linking his meditations on 19th-century worker emancipation to present cultural contexts and media forms. Taking Nick Prior’s (2010) notion of the “new amateur” as point of departure, I argue that new media and attendant production contexts offer an unprecedented occasion for rethinking the educational experiments of Joseph Jacotot (the subject of Rancière’s The Ignorant Schoolmaster, 1991). By bringing Jacotot’s “method of equality” into relation with present forms of cultural production, I elaborate a notion of affordances of equality that updates Jacotot’s practice of “experimenting with the gap between accreditation and act” (Rancière, 1991, p. 15) —a method that invited learners to improvise in the gap between an expert role and a talent imitable by anyone at all. In conclusion, I ask what educational theory might learn from the new amateur, from the emerging media these amateurs are engaging, and from the production literacies they enact
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