17 research outputs found
Recommended from our members
Toward the adoption of design concepts in scoring for Digital Musical Instruments: a case study on affordances and constraints
This paper, we propose the idea that a score for a Digital Musical In- strument (DMIs) can be approached from a design perspective. In particular, we focus on the concepts of affordances and constraints. The paper describes the use of scores in a piece called XXV composed for Chimney, a DMI and Cello. Both the piece and the system are detailed with a focus on design concepts. In the conclusion we compare our approach to other literature that discuss the use of score with DMIs. Based on this, and the results obtained, we present recommendations regarding the use of score in DMIs. Future work is also outlined
The Influence of Coauthorship in the Interpretation of Multimodal Interfaces
This paper presents a model to codesign interpretively flexible artefacts. We present the case study of Beatfield, a multimodal system that allows users to control audiovisual material by means of tangible interaction. The design of the system was coauthored by individuals with different background and interests to encourage a range of difference interpretations. The capability of Beatfield to foster multiple interpretations was evaluated in a qualitative study with 21 participants. Elaborating on the outcome of this study, we present a new design model that can be used to stimulate heterogeneous interpretations of interactive artefacts
NIME Principles & Code of Practice on Ethical Research
NIME upholds the highest ethical standards in research and artistic practice by recognising the importance of individual persons and data as an expression of personhood. These standards also include ethical values that are not always a concern of institutional research committees, including inclusivity, accessibility, animal rights, socio-economic fairness, and environmental awareness. The complete NIME Principles & Code of Practice on Ethical Research can be found at: www.nime.org/ethics
Pathways to live visuals in dance performances: a quantitative audience study
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
ARCAA: a framework to analyse the artefact ecology in computer music performance
This paper presents ARCAA (Actors, Role, Context, Activity, Artefacts), a framework that supports designers in understanding the artefact ecology in the music performance scenario, in particular, allowing to frame the role of the different actors. The ARCAA framework is the result of the combination of two different areas of HCI: artefact ecology concept, and design framework for digital musical instruments. The model borrows three categories from MINUET an established design framework and rethinks them from an ecological perspective. In ARCAA, these three categories are used as three lenses to connect each human actor to her artefact ecology. Finally, the framework allows comparing how the various artefacts create connections among the different people involved. The second part of the paper describes a case study that shows a practical adoption of the framework
How do dancers want to use interactive technology? Appropriation and layers of meaning beyond traditional movement mapping
There has been an increased interest in HCI research regarding the possibilities of interactive technology applied to the field of dance performance, particularly contemporary dance. This has produced numerous strategies to capture data from the moving bodies of the dancers and to map that data into different types of display formats. In this paper, we look at the role of interactive technology in dance performance from a broader perspective, aiming at understanding the needs of dancers and their relation with the audience. To this end, we ran a focus group with ten dancers with expertise in technology. We analysed the focus group using thematic analysis. We discuss the implications for design of our results by framing the role of technology in dance performance, proposing design guidelines related to the communication to the audience, use of technology, and mapping. Moreover, we propose different levels of ambiguity and appropriation related to the creators of the performance and the audience
Recommended from our members
VR open scores: scores as inspiration for VR scenarios
In this paper, we introduce the concept of VR Open Scores: aleatoric score-based virtual scenarios where an aleatoric score is embedded in a virtual environment. This idea builds upon the notion of graphic scores and composed in- strument, and apply them in a new context. Our proposal also explores possible parallels between open meaning in interaction design, and aleatoric score, conceptualized as Open Work by the Italian philosopher Umberto Eco. Our approach has two aims. The first aim is to create an envi- ronment where users can immerse themselves in the visual elements of a score while listening to the corresponding mu- sic. The second aim is to facilitate users to develop a per- sonal relationship with both the system and the score. To achieve those aims, as a practical implementation of our proposed concept, we developed two immersive scenarios: a 360o video and an interactive space. We conclude pre- senting how our design aims were accomplished in the two scenarios, and describing positive and negative elements of our implementations
Designing Interactive Sonic Artefacts for Dance Performance: an Ecological Approach
In this paper, we propose to consider the sonic interactions that occurs in a dance performance from an ecological perspective. In particular, we suggest using the conceptual models of artefact ecology and design space. As a case study, we present a work developed during a two weeks artistic residency in collaboration between a sound designer, one choreographer, and two dancers. During the residency both an interactive sound artefact based on a motion capture system, and a dance performance were developed. We present the ecology of an interactive sound artefact developed for the dance performance, with the objective to analyse how the ecology of multiple actors relate themselves to the interactive artefact