27,612 research outputs found
The Art of Engaging: Implications for Computer Music Systems
The art of engaging with computer music systems is multifaceted. This paper will provide an overview of the issues of interface between musician and computer, cognitive aspects of engagement as involvement, and metaphysical understandings of engagement as proximity. Finally, this paper will examine implications for the design of computer music systems when these issues are taken into account
Designing constraints: composing and performing with digital musical systems
This paper investigates two central terms in Human Computer Interaction (HCI) – affordances and constraints – and studies their relevance to the design and understanding of digital musical systems. It argues that in the analysis of complex systems, such as new interfaces for musical expression (NIME), constraints are a more productive analytical tool than the common HCI usage of affordances. Constraints are seen as limitations enabling the musician to encapsulate a specific search space of both physical and compositional gestures, proscribing complexity in favor of a relatively simple set of rules that engender creativity. By exploring the design of three different digital musical systems, the paper defines constraints as a core attribute of mapping, whether in instruments or compositional systems. The paper describes the aspiration for designing constraints as twofold: to save time, as musical performance is typically a real-time process, and to minimize the performer’s cognitive load. Finally, it discusses skill and virtuosity in the realm of new musical interfaces for musical expression with regard to constraints
Assessing a Collaborative Online Environment for Music Composition
The current pilot study tested the effectiveness of an e-learning environment built to enable students to compose
music collaboratively. The participants interacted online by using synchronous and asynchronous resources to
develop a project in which they composed a new music piece in collaboration. After the learning sessions,
individual semi-structured interviews with the participants were conducted to analyze the participants\u2019
perspectives regarding the e-learning environment\u2019s functionality, the resources of the e-learning platform, and
their overall experience with the e-learning process. Qualitative analyses of forum discussions with respect to
metacognitive dimensions, and semi-structured interview transcriptions were performed. The findings showed
that the participants successfully completed the composition task in the virtual environment, and that they
demonstrated the use of metacognitive processes. Moreover, four themes were apparent in the semi-structured
interview transcriptions: Teamwork, the platform, face-to-face/online differences, and strengths/weaknesses.
Overall, the participants exhibited an awareness of the potential of the online tools, and the task performed. The
results are discussed in consideration of metacognitive processes, and the following aspects that rendered virtual
activity effective for learning: The learning environment, the platform, the technological resources, the level of
challenge, and the nature of the activity. The possible implications of the findings for research on online
collaborative composition are also considered
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
Straddling the intersection
Music technology straddles the intersection between art and science and presents those who choose to work within its sphere with many practical challenges as well as creative possibilities. The paper focuses on four main areas: secondary education, higher education, practice and research and finally collaboration. The paper emphasises the importance of collaboration in tackling the challenges of interdisciplinarity and in influencing future technological developments
Interactive Sound in Performance Ecologies: Studying Connections among Actors and Artifacts
This thesis’s primary goal is to investigate performance ecologies, that is the compound
of humans, artifacts and environmental elements that contribute to the result of a per-
formance. In particular, this thesis focuses on designing new interactive technologies for
sound and music. The goal of this thesis leads to the following Research Questions (RQs):
• RQ1 How can the design of interactive sonic artifacts support a joint expression
across different actors (composers, choreographers, and performers, musicians, and
dancers) in a given performance ecology?
• RQ2 How does each different actor influence the design of different artifacts, and
what impact does this have on the overall artwork?
• RQ3 How do the different actors in the same ecology interact, and appropriate an
interactive artifact?
To reply to these questions, a new framework named ARCAA has been created. In this
framework, all the Actors of a given ecology are connected to all the Artifacts throughout
three layers: Role, Context and Activity. This framework is then applied to one systematic
literature review, two case studies on music performance and one case study in dance
performance. The studies help to better understand the shaded roles of composers, per-
formers, instrumentalists, dancers, and choreographers, which is relevant to better design
interactive technologies for performances. Finally, this thesis proposes a new reflection on
the blurred distinction between composing and designing a new instrument in a context
that involves a multitude of actors.
Overall, this work introduces the following contributions to the field of interaction
design applied to music technology: 1) ARCAA, a framework to analyse the set of inter-
connected relationship in interactive (music) performances, validated through 2 music
studies, 1 dance study and 1 systematic literature analysis; 2) Recommendations for de-
signing music interactive system for performance (music or dance), accounting for the
needs of the various actors and for the overlapping on music composition and design of in-
teractive technology; 3) A taxonomy of how scores have shaped performance ecologies in NIME, based on a systematic analysis of the literature on score in the NIME proceedings;
4) Proposal of a methodological approach combining autobiographical and idiographical
design approaches in interactive performances.O objetivo principal desta tese Ă© investigar as ecologias performativas, conjunto formado
pelos participantes humanos, artefatos e elementos ambientais que contribuem para o
resultado de uma performance. Em particular, esta tese foca-se na conceção de novas
tecnologias interativas para som e mĂşsica. O objetivo desta tese originou as seguintes
questões de investigação (Research Questions RQs):
• RQ1 Como o design de artefatos sonoros interativos pode apoiar a expressão con-
junta entre diferentes atores (compositores, coreĂłgrafos e performers, mĂşsicos e
dançarinos) numa determinada ecologia performativa?
• RQ2 Como cada ator influencia o design de diferentes artefatos e que impacto isso
tem no trabalho artĂstico global?
• RQ3 Como os diferentes atores de uma mesma ecologia interagem e se apropriam
de um artefato interativo?
Para responder a essas perguntas, foi criado uma nova framework chamada ARCAA.
Nesta framework, todos os atores (Actores) de uma dada ecologia estĂŁo conectados a todos
os artefatos (Artefacts) através de três camadas: Role, Context e Activity. Esta framework
foi então aplicada a uma revisão sistemática da literatura, a dois estudos de caso sobre
performance musical e a um estudo de caso em performance de dança. Estes estudos aju-
daram a comprender melhor os papéis desempenhados pelos compositores, intérpretes,
instrumentistas, dançarinos e coreógrafos, o que é relevante para melhor projetar as tec-
nologias interativas para performances. Por fim, esta tese propõe uma nova reflexão sobre
a distinção entre compor e projetar um novo instrumento num contexto que envolve uma
multiplicidade de atores.
Este trabalho apresenta as seguintes contribuições principais para o campo do design
de interação aplicado à tecnologia musical: 1) ARCAA, uma framework para analisar o
conjunto de relações interconectadas em performances interativas, validado através de
dois estudos de caso relacionados com a mĂşsica, um estudo de caso relacionado com
a dança e uma análise sistemática da literatura; 2) Recomendações para o design de sistemas interativos musicais para performance (música ou dança), tendo em conta as
necessidades dos vários atores e a sobreposição entre a composição musical e o design de
tecnologia interactiva; 3) Uma taxonomia sobre como as partituras musicais moldaram
as ecologias performativas no NIME, com base numa análise sistemática da literatura
dos artigos apresentados e publicados nestas conferĂŞncia; 4) Proposta de uma aborda-
gem metodológica combinando abordagens de design autobiográfico e idiográfico em
performances interativas
Research Report - October 2009. Elaboration of the Module: Definition of the Programme
Alternative innovative didactic methodology is needed to reduce premature school drop out,particularly of young people at risk of exclusion, such as migrants, ethnic groups and children/teenagers from difficult socio-economic background). The key point is to modify the way to deliver learning. Cultural enrichment through young interestas such as music and art, use of technologies, social competencies, problem-solving skills incomputer science, autonomy and sense of purpose may help childhood and adolescence to achieve an improved engagement in school and a sense of educational accomplishmen
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