126 research outputs found

    AV Zones – Tablet app for audiovisual performance

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    We have identified potential for tablets to be used as stand-alone tools for audiovisual performance, and not simply as controllers, due to their portability, expressive capabilities of multi-touch, and processing power. To explore this potential, we have developed AV Zones (AudioVisual Zones), an iPad app for audiovisual performance. In a preliminary phase, we conducted interviews with audiovisual performers and a workshop, to understand user needs and desires. We then developed AV Zones, an iPad app for audiovisual performance, composed of an audio sequencer/looper with a visualizer. It explores the interactive potential of a touch screen tablet for integrated musical and visual expression. By default, 3 audiovisual columns or “zones” allow for the manipulation of 3 audio loops. These zones are metaphorical adaptations of channels in a standard audio mixer

    AVUI: Designing a toolkit for audiovisual interfaces

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    The combined use of sound and image has a rich history, from audiovisual artworks to research exploring the potential of data visualization and sonification. However, we lack standard tools or guidelines for audiovisual (AV) interaction design, particularly for live performance. We propose the AVUI (AudioVisual User Interface), where sound and image are used together in a cohesive way in the interface; and an enabling technology, the ofxAVUI toolkit. AVUI guidelines and ofxAVUI were developed in a three-stage process, together with AV producers: 1) participatory design activities; 2) prototype development; 3) encapsulation of prototype as a plug-in, evaluation, and roll out. Best practices identified include: reconfigurable interfaces and mappings; object-oriented packaging of AV and UI; diverse sound visualization; flexible media manipulation and management. The toolkit and a mobile app developed using it have been released as open-source. Guidelines and toolkit demonstrate the potential of AVUI and offer designers a convenient framework for AV interaction design

    Affordances and constraints in interactive audio/visual systems

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    Pathways to live visuals in dance performances: a quantitative audience study

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    INTRODUCTION: We present an audience study investigating the impact of different technologies to create visuals in dance performances. OBJECTIVES: We investigated four conditions: motion capture, sensors, camera image, and minimal interaction; and four variables: how much did the audience perceive a connection between the body and the visuals; the visuals as merely copying the dancer; how much distracting were the visuals; and how much did the audience enjoy the visuals. METHODS: We used a questionnaire to collect data. We analyzed it using Friedman’s test, and Spearman’s correlation test. RESULTS: The audience perceived a stronger connection in the camera condition, but in the same condition, visuals tend to be merely copying the dancer. We also suggest that the perceived connection has a positive correlation with enjoyment, while distraction has a negative correlation. CONCLUSION: Our results help to highlight the impact that different technology have on live visuals for dance

    User-Centered Design of a Tool for Interactive Computer-Generated Audiovisuals

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    There is a growing interest in audiovisual performance and composition. In this paper, we would like to investigate if the tools for audiovisual performance and composition have caught up with this growing interest and the practices in the field. In particular, we are interested in tools that use computer-generated graphics. To address these issues, we have adopted a user-centered design approach for our study, based on interviews and a workshop with practitioners. The interviews identified key themes – expressivity, ease of use and connection with the audience – that were explored in the workshop. During the workshop, a novel methodology was adopted – reboot – which expands upon the bootlegging technique. Key ideas regarding audiovisual performance gathered from the interviews; sketches for novel audiovisual tools resulting from the workshop; and the reboot technique, are the main contributions of this study
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