15,858 research outputs found

    End-user action-sound mapping design for mid-air music performance

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    How to design the relationship between a performer’s actions and an instrument’s sound response has been a consistent theme in Digital Musical Instrument (DMI) research. Previously, mapping was seen purely as an activity for DMI creators, but more recent work has exposed mapping design to DMI musicians, with many in the field introducing soware to facilitate end-user mapping, democratising this aspect of the DMI design process. This end-user mapping process provides musicians with a novel avenue for creative expression, and offers a unique opportunity to examine how practising musicians approach mapping design.Most DMIs suffer from a lack of practitioners beyond their initial designer, and there are few that are used by professional musicians over extended periods. The Mi.Mu Gloves are one of the few examples of a DMI that is used by a dedicated group of practising musicians, many of whom use the instrument in their professional practice, with a significant aspect of creative practice with the gloves being end-user mapping design. The research presented in this dissertation investigates end-user mapping practice with the Mi.Mu Gloves, and what influences glove musicians’ design decisions based on the context of their music performance practice, examining the question: How do end-users of a glove-based mid-air DMI design action–sound mapping strategies for musical performance?In the first study, the mapping practice of existing members of the Mi.Mu Glove community is examined. Glove musicians performed a mapping design task, which revealed marked differences in the mapping designs of expert and novice glove musicians, with novices designing mappings that evoked conceptual metaphors of spatial relationships between movement and music, while more experienced musicians focused on designing ergonomic mappings that minimised performer error.The second study examined the initial development period of glove mapping practice. A group of novice glove musicians were tracked in a longitudinal study. The findings supported the previous observation that novices designed mappings using established conceptual metaphors, and revealed that transparency and the audience’s ability to perceive their mappings was important to novice glove musicians. However, creative mapping was hindered by system reliability and the novices’ poorly trained posture recognition.The third study examined the mapping practice of expert glove musicians, who took part in a series of interviews. Findings from this study supported earlier observations that expert glove musicians focus on error minimisation and ergonomic, simple controls, but also revealed that the expert musicians embellished these simple controls with performative ancillary gestures to communicate aesthetic meaning. The expert musicians also suffered from system reliability, and had developed a series of gestural techniques to mitigate accidental triggering.The fourth study examined the effects of system-related error in depth. A laboratory study was used to investigate how system-related errors impacted a musician’s ability to acquire skill with the gloves, finding that a 5% rate of system error had a significant effect on skill acquisition.Learning from these findings, a series of design heuristics are presented, applicable for use in the fields of DMI design, mid-air interaction design and end-user mapping design

    Virtual kompang: mapping in-air hand gestures for music interaction using gestural musical controller

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    The introduction of new gesture interfaces has been expanding the possibilities of creating new Digital Musical Instruments (DMI). However, the created interfaces are mainly focused on modern western musical instruments such as piano, drum and guitar. This paper presents a virtual musical instrument, namely Virtual Kompang, a traditional Malay percussion instrument. The interface design and its implementation are presented in this paper. The results of a guessability study are presented in the study to elicit end-user hand movement to map onto commands. The study demonstrated the existing of common hand gestures among the users on mapping with the selected commands. A consensus set of gestures is presented as the outcome of this study.Keywords: Digital Music Instrument, Virtual Environment, Gestural Control, Leap Motion, Virtual Instrumen

    Rethinking Interaction: Identity and Agency in the Performance of “Interactive” Electronic Music

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    This document investigates interaction between human performers and various interactive technologies in the performance of interactive electronic and computer music. Specifically, it observes how the identity and agency of the interactive technology is experienced and perceived by the human performer. First, a close examination of George Lewis’ creation of and performance with his own historic interactive electronic and computer works reveals his disposition of interaction as improvisation. This disposition is contextualized within then contemporary social and political issues related to African American experimental musicians as well as an emerging culture of electronic and computer musicians concerned with interactivity. Second, an auto-ethnographic study reveals a contemporary performers perspective via the author’s own direct interactive experience with electronic and computer systems. These experiences were documented and analyzed using Actor Network Theory, Critical Technical Practice, theories of Embodiment and Embodied Cognition, Lewis’s conceptions of improvisation, as well as Tracy McMullen’s theory of the Improvisative. Analyses from both studies revealed that when and how performers chose to “other” interactive technologies significantly influenced their actions. The implications of this are discussed in terms of identity formation both within performances of interactive electronic music and interactive technologies generally

    Interaction Design for Digital Musical Instruments

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    The thesis aims to elucidate the process of designing interactive systems for musical performance that combine software and hardware in an intuitive and elegant fashion. The original contribution to knowledge consists of: (1) a critical assessment of recent trends in digital musical instrument design, (2) a descriptive model of interaction design for the digital musician and (3) a highly customisable multi-touch performance system that was designed in accordance with the model. Digital musical instruments are composed of a separate control interface and a sound generation system that exchange information. When designing the way in which a digital musical instrument responds to the actions of a performer, we are creating a layer of interactive behaviour that is abstracted from the physical controls. Often, the structure of this layer depends heavily upon: 1. The accepted design conventions of the hardware in use 2. Established musical systems, acoustic or digital 3. The physical configuration of the hardware devices and the grouping of controls that such configuration suggests This thesis proposes an alternate way to approach the design of digital musical instrument behaviour – examining the implicit characteristics of its composite devices. When we separate the conversational ability of a particular sensor type from its hardware body, we can look in a new way at the actual communication tools at the heart of the device. We can subsequently combine these separate pieces using a series of generic interaction strategies in order to create rich interactive experiences that are not immediately obvious or directly inspired by the physical properties of the hardware. This research ultimately aims to enhance and clarify the existing toolkit of interaction design for the digital musician

    XR, music and neurodiversity: design and application of new mixed reality technologies that facilitate musical intervention for children with autism spectrum conditions

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    This thesis, accompanied by the practice outputs,investigates sensory integration, social interaction and creativity through a newly developed VR-musical interface designed exclusively for children with a high-functioning autism spectrum condition (ASC).The results aim to contribute to the limited expanse of literature and research surrounding Virtual Reality (VR) musical interventions and Immersive Virtual Environments (IVEs) designed to support individuals with neurodevelopmental conditions. The author has developed bespoke hardware, software and a new methodology to conduct field investigations. These outputs include a Virtual Immersive Musical Reality Intervention (ViMRI) protocol, a Supplemental Personalised, immersive Musical Experience(SPiME) programme, the Assisted Real-time Three-dimensional Immersive Musical Intervention System’ (ARTIMIS) and a bespoke (and fully configurable) ‘Creative immersive interactive Musical Software’ application (CiiMS). The outputs are each implemented within a series of institutional investigations of 18 autistic child participants. Four groups are evaluated using newly developed virtual assessment and scoring mechanisms devised exclusively from long-established rating scales. Key quantitative indicators from the datasets demonstrate consistent findings and significant improvements for individual preferences (likes), fear reduction efficacy, and social interaction. Six individual case studies present positive qualitative results demonstrating improved decision-making and sensorimotor processing. The preliminary research trials further indicate that using this virtual-reality music technology system and newly developed protocols produces notable improvements for participants with an ASC. More significantly, there is evidence that the supplemental technology facilitates a reduction in psychological anxiety and improvements in dexterity. The virtual music composition and improvisation system presented here require further extensive testing in different spheres for proof of concept

    Emergent interfaces: vague, complex, bespoke and embodied interaction between humans and computers

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    Most human-computer interfaces are built on the paradigm of manipulating abstract representations. This can be limiting when computers are used in artistic performance or as mediators of social connection, where we rely on qualities of embodied thinking: intuition, context, resonance, ambiguity, fluidity. We explore an alternative approach to designing interaction that we call the emergent interface: interaction leveraging unsupervised machine learning to replace designed abstractions with contextually-derived emergent representations. The approach offers opportunities to create interfaces bespoke to a single individual, to continually evolve and adapt the interface in line with that individual’s needs and affordances, and to bridge more deeply with the complex and imprecise interaction that defines much of our non-digital communication. We explore this approach through artistic research rooted in music, dance and AI with the partially emergent system Sonified Body. The system maps the moving body into sound using an emergent representation of the body derived from a corpus of improvised movement from the first author. We explore this system in a residency with three dancers. We reflect on the broader implications and challenges of this alternative way of thinking about interaction, and how far it may help users avoid being limited by the assumptions of a system’s designer
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