23 research outputs found

    A Knowledge-based, Data-driven Method for Action-sound Mapping

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    This paper presents a knowledge-based, data-driven method for using data describing action-sound couplings collected from a group of people to generate multiple complex mappings between the performance movements of a musician and sound synthesis. This is done by using a database of multimodal motion data collected from multiple subjects coupled with sound synthesis parameters. A series of sound stimuli is synthesised using the sound engine that will be used in performance. Multimodal motion data is collected by asking each participant to listen to each sound stimulus and move as if they were producing the sound using a musical instrument they are given. Multimodal data is recorded during each performance, and paired with the synthesis parameters used for generating the sound stimulus. The dataset created using this method is then used to build a topological representation of the performance movements of the subjects. This representation is then used to interactively generate training data for machine learning algorithms, and define mappings for real-time performance. To better illustrate each step of the procedure, we describe an implementation involving clarinet, motion capture, wearable sensor armbands, and waveguide synthesis

    Mapping Through Listening

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    Gesture-to-sound mapping is generally defined as the association between gestural and sound parameters. This article describes an approach that brings forward the perception-action loop as a fundamental design principle for gesture–sound mapping in digital music instrument. Our approach considers the processes of listening as the foundation – and the first step – in the design of action-sound relationships. In this design process, the relationship between action and sound is derived from actions that can be perceived in the sound. Building on previous works on listening modes and gestural descriptions we proposed to distinguish between three mapping strategies: instantaneous, temporal, and metaphoric. Our approach makes use of machine learning techniques for building prototypes, from digital music instruments to interactive installations. Four different examples of scenarios and prototypes are described and discussed

    Embodied Musical Interaction

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    Music is a natural partner to human-computer interaction, offering tasks and use cases for novel forms of interaction. The richness of the relationship between a performer and their instrument in expressive musical performance can provide valuable insight to human-computer interaction (HCI) researchers interested in applying these forms of deep interaction to other fields. Despite the longstanding connection between music and HCI, it is not an automatic one, and its history arguably points to as many differences as it does overlaps. Music research and HCI research both encompass broad issues, and utilize a wide range of methods. In this chapter I discuss how the concept of embodied interaction can be one way to think about music interaction. I propose how the three “paradigms” of HCI and three design accounts from the interaction design literature can serve as a lens through which to consider types of music HCI. I use this conceptual framework to discuss three different musical projects—Haptic Wave, Form Follows Sound, and BioMuse

    Form Follows Sound

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    Sonic interaction is the continuous relationship between user actions and sound, mediated by some technology. Because interaction with sound may be task oriented or experience-based it is important to understand the nature of action-sound relationships in order to design rich sonic interactions. We propose a participatory approach to sonic interaction design that first considers the affordances of sounds in order to imagine embodied interaction, and based on this, generates interaction models for interaction designers wishing to work with sound. We describe a series of workshops, called Form Follows Sound, where participants ideate imagined sonic interactions, and then realize working interactive sound prototypes. We introduce the Sonic Incident technique, as a way to recall memorable sound experiences. We identified three interaction models for sonic interaction design: conducting; manipulating; substituting. These three interaction models offer interaction designers and developers a framework on which they can build richer sonic interactions

    Adaptive Gesture Recognition with Variation Estimation for Interactive Systems

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    This paper presents a gesture recognition/adaptation system for Human Computer Interaction applications that goes beyond activity classification and that, complementary to gesture labeling, characterizes the movement execution. We describe a template-based recognition method that simultaneously aligns the input gesture to the templates using a Sequential Montecarlo inference technique. Contrary to standard template- based methods based on dynamic programming, such as Dynamic Time Warping, the algorithm has an adaptation process that tracks gesture variation in real-time. The method continuously updates, during execution of the gesture, the estimated parameters and recognition results which offers key advantages for continuous human-machine interaction. The technique is evaluated in several different ways: recognition and early recognition are evaluated on a 2D onscreen pen gestures; adaptation is assessed on synthetic data; and both early recognition and adaptation is evaluation in a user study involving 3D free space gestures. The method is not only robust to noise and successfully adapts to parameter variation but also performs recognition as well or better than non-adapting offline template-based methods

    Understanding Gesture Expressivity through Muscle Sensing

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    Expressivity is a visceral capacity of the human body. To understand what makes a gesture expressive, we need to consider not only its spatial placement and orientation, but also its dynamics and the mechanisms enacting them. We start by defining gesture and gesture expressivity, and then present fundamental aspects of muscle activity and ways to capture information through electromyography (EMG) and mechanomyography (MMG). We present pilot studies that inspect the ability of users to control spatial and temporal variations of 2D shapes and that use muscle sensing to assess expressive information in gesture execution beyond space and time. This leads us to the design of a study that explores the notion of gesture power in terms of control and sensing. Results give insights to interaction designers to go beyond simplistic gestural interaction, towards the design of interactions that draw upon nuances of expressive gesture

    Gestural auditory and visual interactive platform

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    This paper introduces GAVIP, an interactive and immersive platform allowing for audio-visual virtual objects to be controlled in real-time by physical gestures and with a high degree of intermodal coherency. The focus is particularly put on two scenarios exploring the interaction between a user and the audio, visual, and spatial synthesis of a virtual world. This platform can be seen as an extended virtual musical instrument that allows an interaction with three modalities: the audio, visual and spatial modality. Intermodal coherency is thus of particular importance in this context. Possibilities and limitations offered by the two developed scenarios are discussed and future work presented

    Embracing First-Person Perspectives in Soma-Based Design

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    A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective-where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others
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