47 research outputs found
Tools for expressive gesture recognition and mapping in rehearsal and performance
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2010.Cataloged from PDF version of thesis.Includes bibliographical references (p. 97-101).As human movement is an incredibly rich mode of communication and expression, performance artists working with digital media often use performers' movement and gestures to control and shape that digital media as part of a theatrical, choreographic, or musical performance. In my own work, I have found that strong, semantically-meaningful mappings between gesture and sound or visuals are necessary to create compelling performance interactions. However, the existing systems for developing mappings between incoming data streams and output media have extremely low-level concepts of "gesture." The actual programming process focuses on low-level sensor data, such as the voltage values of a particular sensor, which limits the user in his or her thinking process, requires users to have significant programming experience, and loses the expressive, meaningful, and metaphor-rich content of the movement. To remedy these difficulties, I have created a new framework and development environment for gestural control of media in rehearsal and performance, allowing users to create clear and intuitive mappings in a simple and flexible manner by using high-level descriptions of gestures and of gestural qualities. This approach, the Gestural Media Framework, recognizes continuous gesture and translates Laban Effort Notation into the realm of technological gesture analysis, allowing for the abstraction and encapsulation of sensor data into movement descriptions. As part of the evaluation of this system, I choreographed four performance pieces that use this system throughout the performance and rehearsal process to map dancers' movements to manipulation of sound and visual elements. This work has been supported by the MIT Media Laboratory.by Elena Naomi Jessop.S.M
MMixte: a software architecture for Live Electronics with acoustic instruments : exemplary application cases
MMixte is a middleware based on Max for mixed music with live electronics. It enables
programming for a “patcher concerto”, a platform, that is, for the management of live
electronics in just a few minutes and with extreme simplicity. Dedicated to average and
expert users, MMixte enables true programming of live electronics in very little time while
also enabling easy adapting of previously developed modules, depending on the case
and its needs. The architecture behind MMixte is based on a variation of so-called
“pipeline architecture"; the analysis of the most widely used software architectures in the
market and design patterns to program graphic interfaces has led to the conception of
ways of organizing communication between various modules, the way they are being
used and their graphic appearence. Analysis of other, “state of the art” module collections
and other software programs dedicated to mixed music shows the absence of another
work on software architecture for mixed music. Application of MMixte to some of my
personal works shows demonstrates its flexibility and ease of adaptation. Computer
programming for a
piece
of
mixed
music
requires
much
that
goes
beyond
just
programming of audio signal processing. The present work seeks to provide an example
of a solution to such needs
THE VARIETIES OF USER EXPERIENCE BRIDGING EMBODIED METHODOLOGIES FROM SOMATICS AND PERFORMANCE TO HUMAN COMPUTER INTERACTION
Embodied Interaction continues to gain significance within the field of Human
Computer Interaction (HCI). Its growing recognition and value is evidenced in part by
a remarkable increase in systems design and publication focusing on various aspects of
Embodiment. The enduring need to interact through experience has spawned a variety
of interdisciplinary bridging strategies in the hope of gaining deeper understanding of
human experience. Along with phenomenology, cognitive science, psychology and the
arts, recent interdisciplinary contributions to HCI include the knowledge-rich domains
of Somatics and Performance that carry long-standing traditions of embodied practice.
The common ground between HCI and the fields of Somatics and Performance is based
on the need to understand and model human experience. Yet, Somatics and
Performance differ from normative HCI in their epistemological frameworks of
embodiment. This is particularly evident in their histories of knowledge construction
and representation. The contributions of Somatics and Performance to the history of
embodiment are not yet fully understood within HCI. Differing epistemologies and their
resulting approaches to experience identify an under-theorized area of research and an
opportunity to develop a richer knowledge and practice base. This is examined by
comparing theories and practices of embodied experience between HCI and Somatics
(Performance) and analyzing influences, values and assumptions underlying
epistemological frameworks. The analysis results in a set of design strategies based in
embodied practices within Somatics and Performance. The subsequent application of
these strategies is examined through a series of interactive art installations that
employ embodied interaction as a central expression of technology. Case Studies
provide evidence in the form of rigorously documented design processes that illustrate
these strategies. This research exemplifies 'Research through Art' applied in the
context of experience design for tangible, wearable and social interaction
A forearm controller and tactile display
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2005.Includes bibliographical references (leaves 187-192).This thesis discusses the design and implementation of ARMadillo, a simple virtual environment interface in the form of a small wireless device that is worn on the forearm. Designed to be portable, intuitive, and low cost, the device tracks the orientation of the arm with accelerometers, magnetic field sensors, and gyroscopes, fusing the data with a quaternion based Unscented Kalman Filter. The orientation estimate is mapped to a virtual space that is perceived through a tactile display containing an array of vibrating motors. The controller is driven with an 8051 microcontroller, and includes a BlueTooth module and an extension slot for CompactFlash cards. The device was designed to be simple and modular, and can support a variety of interesting applications, some of which were implemented and will be discussed. These fall into two main classes. The first is a set of artistic applications, represented by a suite of virtual musical instruments that can be played with arm movements and felt through the tactile display, The second class involves utilitarian applications, including a custom Braille-like system called Arm Braille, and tactile guidance. A wearable Braille display intended to be used for reading navigational signs and text messages was tested on two sight-impaired subjects who were able to recognize Braille characters reliably after 25 minutes of training, and read words by the end of an hour.by David Matthew Sachs.S.M
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Techno-choreography and the embodiment of Chineseness
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonThis thesis explores the embodiment of Chineseness in digital performance through the
methodology of techno-choreography. In this practice-based research, I have created three
full-length dance works: X-Body (2018), Mourning for a dead moon (2019) and Unexpected
Bodies (2020). These three performances involve professionally trained dancing bodies in
Chinese dance, cultural objects, scenography, software tools, real-time interactivity, virtual
reality and immersion. The specific choreographing of cultural objects, including chopsticks,
gaoqiao, handkerchiefs, fans and red silks, contributes to the research on dance and
technology as well as current debates on cultural transexperience. The methodology of
techno-choreography in this research draws on the theories of interactivity and immersion
developed by Johannes Birringer, Steve Dixon, Scott deLahunta and David Rokeby. This
methodology focuses on dancing bodies and objects as interfaces during the process of dance
composition within computational system environments. The theories of Chineseness
considered in this research are based on Xu Rui and Emily Wilcox’s studies of Chinese dance.
This thesis investigates the research questions of how Chineseness contributes to the process
of techno-choreography, how technology affects the embodiment of Chineseness, and what
Chineseness might be in the context of techno-choreography. The methodology of technochoreography
incorporates methods of improvisation, codified movements, motion tracking,
programming, immersive design and scenography to explore and demonstrate Chineseness
through interactions between dancing bodies and objects in the digital space. For instance, in
X-Body, I create sonic chopsticks, a real-time interactive dance exploring chopsticks as
interfaces performed by four dancers collaborating with live musician Dee Egan. In Mourning
for a dead moon, I demonstrate body memories of Chinese classical dance working with
CryptogamicLightCape designed by fashion designer Michèle Danjoux. In Unexpected
Bodies, I experiment with red silks in virtual reality and develop writing Chinese characters
through a dancing body, working with Oculus Quest 2. The outcome of the research is the
generation of interactive performance frameworks which enable embodiments of Chineseness
in digital performance. Dancing bodies trained in Chinese dance and cultural objects
contribute to the methodology of techno-choreography, contesting to some extent an overly
technological gadget driven discursive and performative practice encountered in the West.
This thesis is the first to investigate the embodiment of Chineseness in digital performance
through interfaces between dancing bodies and cultural objects in digital environments